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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18834</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18834"/>
		<updated>2020-11-24T18:10:09Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team.&lt;br /&gt;
                                             Example: /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command,&lt;br /&gt;
                                             later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands. There may be more beyond minimize, maximize and geometry.&lt;br /&gt;
/MiniMap Minimize                (unsynced)  Performs the same action as pressing the red button under the minimap.&lt;br /&gt;
/MiniMap Maximize                (unsynced)  Performs the same action as holding Shift and pressing the yellow button under the minimap, i.e, maintains map aspect ratio.&lt;br /&gt;
/MiniMap Geometry X Y W H        (unsynced)  Sets the size of the minimap. X and Y are the coordinates of the top left corner while W and H are the width and height. Both pairs are in&lt;br /&gt;
                                             pixels corresponding to monitor resolution.&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18833</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18833"/>
		<updated>2020-11-23T13:08:53Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team.&lt;br /&gt;
                                             Example: /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command,&lt;br /&gt;
                                             later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands. There may be more beyond minimize, maximize and geometry.&lt;br /&gt;
/MiniMap Minimize                (unsynced)  Performs the same action as pressing the red button under the minimap.&lt;br /&gt;
/MiniMap Maximize                (unsynced)  Performs the same action as holding Shift and pressing the yellow button under the minimap, i.e, maintains map aspect ratio.&lt;br /&gt;
/MiniMap Geometry X Y X&#039; Y&#039;      (unsynced)  Sets the size of the minimap. X and Y are the coordinates of the top left corner while X&#039; Y&#039; are the coordinates of the bottom right corner.&lt;br /&gt;
                                             The coordinates correspond to monitor resolution, e.g., on a 1680 x 1050 max resolution monitor executing /minimap geometry 0 0 1680 1050 would&lt;br /&gt;
                                             make the minimap fill the entire screen.&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18832</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18832"/>
		<updated>2020-11-23T12:44:16Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team.&lt;br /&gt;
                                             Example: /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command,&lt;br /&gt;
                                             later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands. There may be more beyond minimize, maximize and geometry.&lt;br /&gt;
/MiniMap Minimize                (unsynced)  Performs the same action as pressing the red button under the minimap.&lt;br /&gt;
/MiniMap Maximize                (unsynced)  Performs the same action as pressing the yellow button under the minimap.&lt;br /&gt;
/MiniMap Geometry X Y X&#039; Y&#039;      (unsynced)  Sets the size of the minimap. X and Y are the coordinates of the top left corner while X&#039; Y&#039; are the coordinates of the bottom right corner.&lt;br /&gt;
                                             The coordinates correspond to monitor resolution, e.g., on a 1680 x 1050 max resolution monitor executing /minimap geometry 0 0 1680 1050 would&lt;br /&gt;
                                             make the minimap fill the entire screen.&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18831</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18831"/>
		<updated>2020-11-23T12:42:27Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team. Example : /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command, later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands. There may be more beyond minimize, maximize and geometry.&lt;br /&gt;
/MiniMap Minimize                (unsynced)  Performs the same action as pressing the red button under the minimap.&lt;br /&gt;
/MiniMap Maximize                (unsynced)  Performs the same action as pressing the yellow button under the minimap.&lt;br /&gt;
/MiniMap Geometry X Y X&#039; Y&#039;      (unsynced)  Sets the size of the minimap. X and Y are the coordinates of the top left corner while X&#039; Y&#039; are the coordinates of the bottom right corner.&lt;br /&gt;
                                             The coordinates correspond to monitor resolution, e.g., on a 1680 x 1050 max resolution monitor executing /minimap geometry 0 0 1680 1050 would&lt;br /&gt;
                                             make the minimap fill the entire screen.&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18830</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18830"/>
		<updated>2020-11-23T12:39:18Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team. Example : /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command, later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands&lt;br /&gt;
/MiniMap Minimize                (unsynced)  Performs the same action as pressing the red button under the minimap.&lt;br /&gt;
/MiniMap Maximize                (unsynced)  Performs the same action as pressing the yellow button under the minimap.&lt;br /&gt;
/MiniMap Geometry X Y X&#039; Y&#039;      (unsynced)  Sets the size of the minimap. X and Y are the coordinates of the top left corner while X&#039; Y&#039; are the coordinates of the bottom right corner.&lt;br /&gt;
                                             The coordinates correspond to monitor resolution, e.g., on a 1680 x 1050 max resolution monitor executing /minimap geometry 0 0 1680 1050 would&lt;br /&gt;
                                             make the minimap fill the entire screen.&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18829</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18829"/>
		<updated>2020-11-18T01:25:24Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Lists of commands, some are even explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
=How to use the console=&lt;br /&gt;
The ingame chat is the console. Open with hitting the `&amp;lt;code&amp;gt;return&amp;lt;/code&amp;gt;` or `&amp;lt;code&amp;gt;enter&amp;lt;/code&amp;gt;` key.&lt;br /&gt;
If you want to enter a command into ingame chat, you must add a &amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt; in front&amp;lt;br&amp;gt;&lt;br /&gt;
for example: &amp;lt;code&amp;gt;/commandhelp&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some commands will also autocomplete if you press &amp;lt;code&amp;gt;TAB&amp;lt;/code&amp;gt;. So if you enter &amp;quot;/com&amp;quot; and then to press TAB, it will complete it to `/command` and tells you there is `/commandhelp` &amp;amp; `/commandlist`, if you now enter either `l` or `h` and press TAB again it will complete to one of them.&lt;br /&gt;
&lt;br /&gt;
Also commands are not case-sensitive.&lt;br /&gt;
&lt;br /&gt;
=Lists of commands, some are even explained=&lt;br /&gt;
&lt;br /&gt;
For a complete (excluding Lua commands &amp;amp; some engine `actions`) use:&lt;br /&gt;
&amp;lt;code&amp;gt;/commandlist&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example output (104.0):&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Chat commands plus description&lt;br /&gt;
==============================&lt;br /&gt;
/Atm                             (synced)    Gives 1000 metal and 1000 energy to the issuing players team&lt;br /&gt;
/Cheat                           (synced)    Enables/Disables cheating, which is required for a lot of other commands to be usable&lt;br /&gt;
/Destroy                         (synced)    Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DevLua                          (synced)    Enables/Disables Lua dev-mode (can cause desyncs if enabled)&lt;br /&gt;
/EditDefs                        (synced)    Allows/Disallows editing of unit-, feature- and weapon-defs through Lua&lt;br /&gt;
/Give [amount] &amp;lt;objectName|&#039;all&#039;&amp;gt;(synced)    Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team. Example : /give 10 corkrog 3 - gives team 3 10 corkrogs.&lt;br /&gt;
/GlobalLOS                       (synced)    Enables/Disables global line-of-sight, which makes the whole map permanently visible to everyone or to a specific allyteam&lt;br /&gt;
/GodMode                         (synced)    Enables/Disables god-mode, which allows all players (even spectators) to control all units (even during replays, which will DESYNC them)&lt;br /&gt;
/LuaGaia                         (synced)    Allows reloading or disabling LuaGaia, and to send a chat message to LuaGaia scripts&lt;br /&gt;
/LuaRules                        (synced)    Allows reloading or disabling LuaRules, and to send a chat message to LuaRules scripts&lt;br /&gt;
/NoCost                          (synced)    Enables/Disables everything-for-free, which allows everyone to build everything for zero resource costs&lt;br /&gt;
/NoHelp                          (synced)    Enables/Disables widgets (LuaUI control)&lt;br /&gt;
/NoSpecDraw                      (synced)    Allows/Disallows spectators to draw on the map&lt;br /&gt;
/NoSpectatorChat                 (synced)    Enables/Disables spectators to use the chat&lt;br /&gt;
/ReloadCEGs                      (synced)    Reloads CEG scripts&lt;br /&gt;
/ReloadCOB                       (synced)    Reloads COB scripts&lt;br /&gt;
/Skip                            (synced)    Fast-forwards to a given frame, or stops fast-forwarding&lt;br /&gt;
/Take                            (synced)    Transfers all units of allied teams without any active players to the team of the issuing player&lt;br /&gt;
/AdvMapShading                   (unsynced)  Set or toggle advanced map shading mode&lt;br /&gt;
/AdvModelShading                 (unsynced)  Set or toggle advanced model shading mode&lt;br /&gt;
/AIControl                       (unsynced)  Creates a new instance of a Skirmish AI, to let it controll a specific team&lt;br /&gt;
/AIKill                          (unsynced)  Kills the Skirmish AI controlling a specified team&lt;br /&gt;
/AIList                          (unsynced)  Prints a list of all currently active Skirmish AIs&lt;br /&gt;
/AIReload                        (unsynced)  Reloads the Skirmish AI controlling a specified team&lt;br /&gt;
/AirMesh                         (unsynced)  Show/Hide the smooth air-mesh map overlay&lt;br /&gt;
/AllMapMarks                     (unsynced)  Show/Hide all map marks drawn so far&lt;br /&gt;
/Ally                            (unsynced)  Starts/Ends alliance of the local players ally-team with another ally-team&lt;br /&gt;
/ATM                             (unsynced)  Redirects command /ATM to its synced processor&lt;br /&gt;
/BufferText                      (unsynced)  Write the argument string(s) directly to the console history, but not anywhere else. This is useful for fast manual issuing of the command, later on&lt;br /&gt;
/Chat                            (unsynced)  Starts waiting for intput to be sent to &lt;br /&gt;
/ChatAll                         (unsynced)  Starts waiting for intput to be sent to All&lt;br /&gt;
/ChatAlly                        (unsynced)  Starts waiting for intput to be sent to Ally&lt;br /&gt;
/ChatSpec                        (unsynced)  Starts waiting for intput to be sent to Spec&lt;br /&gt;
/ClearMapMarks                   (unsynced)  Remove all map marks drawn so far&lt;br /&gt;
/Clock                           (unsynced)  Shows a small digital clock indicating the local time&lt;br /&gt;
/CmdColors                       (unsynced)  Reloads cmdcolors.txt&lt;br /&gt;
/CommandHelp                     (unsynced)  Prints info about a specific chat command (so far only synced/unsynced and the description)&lt;br /&gt;
/CommandList                     (unsynced)  Prints all the available chat commands with description (if available) to the console&lt;br /&gt;
/Console                         (unsynced)  Enables/Disables the in-game console&lt;br /&gt;
/ControlUnit                     (unsynced)  Start to first-person-control a unit&lt;br /&gt;
/Crash                           (unsynced)  Invoke an artificial crash through a NULL-pointer dereference (SIGSEGV)&lt;br /&gt;
/CreateVideo                     (unsynced)  Start/Stop capturing a video of the game in progress&lt;br /&gt;
/Cross                           (unsynced)  Allows one to exchange and modify the appearance of the cross/mouse-pointer in first-person-control view&lt;br /&gt;
/CtrlPanel                       (unsynced)  Reloads GUI config&lt;br /&gt;
/Debug                           (unsynced)  Enable/Disable debug rendering mode&lt;br /&gt;
/DebugColVol                     (unsynced)  Enable/Disable drawing of collision volumes&lt;br /&gt;
/DebugDrawAI                     (unsynced)  Enables/Disables debug drawing for AIs&lt;br /&gt;
/DebugGL                         (unsynced)  Enable/Disable OpenGL debug-context output&lt;br /&gt;
/DebugGLErrors                   (unsynced)  Enable/Disable OpenGL debug-errors&lt;br /&gt;
/DebugInfo                       (unsynced)  Print debug info to the chat/log-file about either: sound, profiling&lt;br /&gt;
/DebugPath                       (unsynced)  Enable/Disable drawing of pathfinder debug-data&lt;br /&gt;
/DebugTraceRay                   (unsynced)  Enable/Disable drawing of traceray debug-data&lt;br /&gt;
/DecGUIOpacity                   (unsynced)  Decreases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/DecreaseViewRadius              (unsynced)  Decrease the view radius (higher performance, uglier view)&lt;br /&gt;
/Deselect                        (unsynced)  Deselects all currently selected units&lt;br /&gt;
/Destroy                         (unsynced)  Destroys one or multiple units by unit-ID, instantly&lt;br /&gt;
/DistDraw                        (unsynced)  Set the distance between units and camera, at which they turn into far-textures (flat/texture-only representation) (Graphic setting)&lt;br /&gt;
/DistIcon                        (unsynced)  Set the distance between units and camera, at which they turn into icons (Graphic setting)&lt;br /&gt;
/DivByZero                       (unsynced)  Invoke an artificial crash by performing a division-by-Zero&lt;br /&gt;
/DrawInMap                       (unsynced)  Enables drawing on the map&lt;br /&gt;
/DrawLabel                       (unsynced)  Draws a label on the map at the current mouse-pointer position&lt;br /&gt;
/DrawTrees                       (unsynced)  Enable/Disable engine-tree rendering&lt;br /&gt;
/DumpState                       (unsynced)  dump game-state to file&lt;br /&gt;
/DynamicSky                      (unsynced)  Enable/Disable dynamic-sky rendering&lt;br /&gt;
/Echo                            (unsynced)  Write a string to the log file&lt;br /&gt;
/EndGraph                        (unsynced)  Enables/Disables the statistics graphs shown at the end of the game&lt;br /&gt;
/Exception                       (unsynced)  Invoke an artificial crash by throwing an std::runtime_error&lt;br /&gt;
/Font                            (unsynced)  Reloads the fonts&lt;br /&gt;
/FPS                             (unsynced)  Shows/Hides the frames-per-second indicator&lt;br /&gt;
/FPSHud                          (unsynced)  Enables/Disables HUD (GUI interface) shown in first-person-control mode&lt;br /&gt;
/Fullscreen                      (unsynced)  Switches fullscreen mode&lt;br /&gt;
/GameInfo                        (unsynced)  Enables/Disables game-info panel rendering&lt;br /&gt;
/GatherMode                      (unsynced)  Enter/Leave gather-wait command mode&lt;br /&gt;
/Give                            (unsynced)  Places one or multiple units of a single or multiple types on the map, instantly; by default to your own team&lt;br /&gt;
/GrabInput                       (unsynced)  Prevents/Enables the mouse from leaving the game window (windowed mode only)&lt;br /&gt;
/GroundDecals                    (unsynced)  Disable/Enable ground-decals rendering. Ground-decals are things like scars appearing on the map after an explosion.&lt;br /&gt;
/GroundDetail                    (unsynced)  Set the level of ground detail&lt;br /&gt;
/Group                           (unsynced)  Allows modifying the members of a group&lt;br /&gt;
/Group0                          (unsynced)  Allows modifying the members of group 0&lt;br /&gt;
/Group1                          (unsynced)  Allows modifying the members of group 1&lt;br /&gt;
/Group2                          (unsynced)  Allows modifying the members of group 2&lt;br /&gt;
/Group3                          (unsynced)  Allows modifying the members of group 3&lt;br /&gt;
/Group4                          (unsynced)  Allows modifying the members of group 4&lt;br /&gt;
/Group5                          (unsynced)  Allows modifying the members of group 5&lt;br /&gt;
/Group6                          (unsynced)  Allows modifying the members of group 6&lt;br /&gt;
/Group7                          (unsynced)  Allows modifying the members of group 7&lt;br /&gt;
/Group8                          (unsynced)  Allows modifying the members of group 8&lt;br /&gt;
/Group9                          (unsynced)  Allows modifying the members of group 9&lt;br /&gt;
/HardwareCursor                  (unsynced)  Enables/Disables hardware mouse-cursor support&lt;br /&gt;
/HideInterface                   (unsynced)  Hide/Show the GUI controlls&lt;br /&gt;
/IncGUIOpacity                   (unsynced)  Increases the opacity(see-through-ness) of GUI elements&lt;br /&gt;
/IncreaseViewRadius              (unsynced)  Increase the view radius (lower performance, nicer view)&lt;br /&gt;
/Info                            (unsynced)  Shows/Hides the player roster&lt;br /&gt;
/InputTextGeo                    (unsynced)  Move and/or resize the input-text field (the &amp;quot;Say: &amp;quot; thing)&lt;br /&gt;
/LastMsgPos                      (unsynced)  Moves the camera to show the position of the last message&lt;br /&gt;
/LessClouds                      (unsynced)  Decreases the density of clouds (higher performance)&lt;br /&gt;
/LessTrees                       (unsynced)  Decreases distance from the camera at which trees are still drawn&lt;br /&gt;
/LODScale                        (unsynced)  Set the scale for either of: LOD (level-of-detail), shadow-LOD, reflection-LOD, refraction-LOD&lt;br /&gt;
/LuaGaia                         (unsynced)  Redirects command /LuaGaia to its synced processor&lt;br /&gt;
/LuaRules                        (unsynced)  Redirects command /LuaRules to its synced processor&lt;br /&gt;
/LuaSave                         (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/LuaUI                           (unsynced)  Allows one to reload or disable LuaUI, or alternatively to send a chat message to LuaUI&lt;br /&gt;
/MapBorder                       (unsynced)  Set or toggle map-border rendering&lt;br /&gt;
/MapMarks                        (unsynced)  Enables/Disables map marks rendering&lt;br /&gt;
/mapmeshdrawer                   (unsynced)  Switch map-mesh rendering modes: 0=GCM, 1=HLOD, 2=ROAM&lt;br /&gt;
/MapShadowPolyOffset             (unsynced)  &lt;br /&gt;
/MaxNanoParticles                (unsynced)  Set the maximum number of nano-particles (Graphic setting)&lt;br /&gt;
/MaxParticles                    (unsynced)  Set the maximum number of particles (Graphics setting)&lt;br /&gt;
/MiniMap                         (unsynced)  FIXME document subcommands&lt;br /&gt;
/MoreClouds                      (unsynced)  Increases the density of clouds (lower performance)&lt;br /&gt;
/MoreTrees                       (unsynced)  Increases distance from the camera at which trees are still drawn&lt;br /&gt;
/Mouse1                          (unsynced)  Simulates a mouse button press of button 1&lt;br /&gt;
/Mouse2                          (unsynced)  Simulates a mouse button press of button 2&lt;br /&gt;
/Mouse3                          (unsynced)  Simulates a mouse button press of button 3&lt;br /&gt;
/Mouse4                          (unsynced)  Simulates a mouse button press of button 4&lt;br /&gt;
/Mouse5                          (unsynced)  Simulates a mouse button press of button 5&lt;br /&gt;
/MoveBack                        (unsynced)  Moves the camera Back a bit&lt;br /&gt;
/MoveDown                        (unsynced)  Moves the camera Down a bit&lt;br /&gt;
/MoveFast                        (unsynced)  Moves the camera Fast a bit&lt;br /&gt;
/MoveForward                     (unsynced)  Moves the camera Forward a bit&lt;br /&gt;
/MoveLeft                        (unsynced)  Moves the camera Left a bit&lt;br /&gt;
/MoveRight                       (unsynced)  Moves the camera Right a bit&lt;br /&gt;
/MoveSlow                        (unsynced)  Moves the camera Slow a bit&lt;br /&gt;
/MoveUp                          (unsynced)  Moves the camera Up a bit&lt;br /&gt;
/MuteSound                       (unsynced)  Mute/Unmute the current sound system&lt;br /&gt;
/NoLuaDraw                       (unsynced)  Allow/Disallow Lua to draw on the map&lt;br /&gt;
/PasteText                       (unsynced)  Paste either the argument string(s) or if none given, the content of the clip-board to chat input&lt;br /&gt;
/Pause                           (unsynced)  Pause/Unpause the game&lt;br /&gt;
/QuitForce                       (unsynced)  Exits game to system&lt;br /&gt;
/QuitMenu                        (unsynced)  Opens the quit-menu, if it is not already open&lt;br /&gt;
/QuitMessage                     (unsynced)  Deprecated, see /Quit instead (was used to quite the game immediately)&lt;br /&gt;
/ReloadForce                     (unsynced)  Exits game to menu&lt;br /&gt;
/ReloadGame                      (unsynced)  Restarts the game with the initially provided start-script&lt;br /&gt;
/ReloadShaders                   (unsynced)  Reloads all engine shaders&lt;br /&gt;
/ResBar                          (unsynced)  Shows/Hides team resource storage indicator bar&lt;br /&gt;
/Resync                          (unsynced)  Redirects command /Resync to its synced processor&lt;br /&gt;
/SafeGL                          (unsynced)  Enables/Disables OpenGL safe-mode&lt;br /&gt;
/Save                            (unsynced)  Save the game state to a specific file, add -y to overwrite when file is already present&lt;br /&gt;
/SaveGame                        (unsynced)  Save the game state to QuickSave.ssf (BROKEN)&lt;br /&gt;
/Say                             (unsynced)  Say something in (public) chat&lt;br /&gt;
/ScreenShot                      (unsynced)  Take a low quality JPG screen-shot of the current view&lt;br /&gt;
/ScreenShot png                  (unsynced)  Take a high quality PNG screen-shot of the current view&lt;br /&gt;
/Select                          (unsynced)  &amp;lt;chat command description: Select&amp;gt;&lt;br /&gt;
/SelectCycle                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/SelectUnits                     (unsynced)  &amp;lt;chat command description: SelectUnits&amp;gt;&lt;br /&gt;
/Send                            (unsynced)  Send a string as raw network message to the game host (for debugging only)&lt;br /&gt;
/Set                             (unsynced)  Set a config key=value pair&lt;br /&gt;
/Shadows                         (unsynced)  Disables/Enables shadows rendering: -1=disabled, 0=off, 1=full shadows, 2=skip terrain shadows&lt;br /&gt;
/ShareDialog                     (unsynced)  Opens the share dialog, which allows you to send units and resources to other players&lt;br /&gt;
/ShowElevation                   (unsynced)  Enable rendering of the auxiliary height-map overlay&lt;br /&gt;
/ShowMetalMap                    (unsynced)  Enable rendering of the auxiliary metal-map overlay&lt;br /&gt;
/ShowPathCost                    (unsynced)  Enable rendering of the path cost-map overlay&lt;br /&gt;
/ShowPathFlow                    (unsynced)  Enable/Disable rendering of the path flow-map overlay&lt;br /&gt;
/ShowPathHeat                    (unsynced)  Enable/Disable rendering of the path heat-map overlay&lt;br /&gt;
/ShowPathTraversability          (unsynced)  Enable rendering of the path traversability-map overlay&lt;br /&gt;
/ShowPathType                    (unsynced)  Shows path traversability for a given MoveDefName, MoveDefID or UnitDefName&lt;br /&gt;
/ShowStandard                    (unsynced)  Disable rendering of all auxiliary map overlays&lt;br /&gt;
/SlowDown                        (unsynced)  Decreases the simulation speed. The engine will try to simulate less frames per second&lt;br /&gt;
/SoundChannelEnable              (unsynced)  Enable/Disable specific sound channels: UnitReply, General, Battle, UserInterface, Music&lt;br /&gt;
/SoundDevice                     (unsynced)  Switch the sound output system (currently only OpenAL / NullAudio)&lt;br /&gt;
/SpecFullView                    (unsynced)  Sets or toggles between full LOS or ally-team LOS, if the local user is a spectator&lt;br /&gt;
/Spectator                       (unsynced)  Lets the local user give up control over a team, and start spectating&lt;br /&gt;
/SpecTeam                        (unsynced)  Lets the local user specify the team to follow, if he is a spectator&lt;br /&gt;
/Speed                           (unsynced)  Shows/Hides the simulation speed indicator&lt;br /&gt;
/SpeedControl                    (unsynced)  Sets how server adjusts speed according to player&#039;s load (CPU), 1: use average, 2: use highest,&lt;br /&gt;
/SpeedUp                         (unsynced)  Increases the simulation speed. The engine will try to simulate more frames per second&lt;br /&gt;
/Take                            (unsynced)  Redirects command /Take to its synced processor&lt;br /&gt;
/Team                            (unsynced)  Lets the local user change to another team&lt;br /&gt;
/TeamHighlight                   (unsynced)  Enables/Disables uncontrolled team blinking&lt;br /&gt;
/ToggleInfo                      (unsynced)  Toggles current info texture view&lt;br /&gt;
/ToggleLOS                       (unsynced)  Enable rendering of the auxiliary LOS-map overlay&lt;br /&gt;
/ToolTip                         (unsynced)  Enables/Disables the general tool-tips, displayed when hovering over units. features or the map&lt;br /&gt;
/Track                           (unsynced)  Start following the selected unit(s) with the camera&lt;br /&gt;
/TrackMode                       (unsynced)  Shift through different ways of following selected unit(s)&lt;br /&gt;
/TrackOff                        (unsynced)  Stop following the selected unit(s) with the camera&lt;br /&gt;
/TSet                            (unsynced)  Set a config key=value pair in the overlay, meaning it will not be persisted for future games&lt;br /&gt;
/ViewSelection                   (unsynced)  Moves the camera to the center of the currently selected units&lt;br /&gt;
/VSync                           (unsynced)  Enables/Disables vertical-sync (Graphics setting)&lt;br /&gt;
/W                               (unsynced)  Say something in private to a specific player, by player-name&lt;br /&gt;
/Water                           (unsynced)  Set water rendering mode: 0=basic, 1=reflective, 2=dynamic, 3=reflective&amp;amp;refractive, 4=bump-mapped&lt;br /&gt;
/WByNum                          (unsynced)  Say something in private to a specific player, by player-ID&lt;br /&gt;
/WireMap                         (unsynced)  Toggle wireframe-mode drawing of map geometry&lt;br /&gt;
/WireModel                       (unsynced)  Toggle wireframe-mode drawing of model geometry&lt;br /&gt;
/WireSky                         (unsynced)  Toggle wireframe-mode drawing of skydome geometry&lt;br /&gt;
/WireTree                        (unsynced)  Toggle wireframe-mode drawing of tree geometry&lt;br /&gt;
/WireWater                       (unsynced)  Toggle wireframe-mode drawing of water geometry&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More commands:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
/bind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                      Binds a key or key combination. Example with a key: /bind a reclaim. Example with a &amp;quot;key combination&amp;quot;: /bind ctrl+a reclaim&lt;br /&gt;
/luagaia reload                              Reloads gaia gadgets&lt;br /&gt;
/luarules reload                             Reloads gadgets&lt;br /&gt;
/luaui reload&lt;br /&gt;
/luaui tweakgui                              Tweak mode on&lt;br /&gt;
/luaui selector                              Open the default widget selector (similar to pressing F11).&lt;br /&gt;
/Setmaxspeed #	                             Changes the maximum speed (default is 3.0)&lt;br /&gt;
/Setminspeed #                               Changes the minimum speed (default is 0.3)&lt;br /&gt;
/unbind &amp;lt;keyset&amp;gt; &amp;lt;action&amp;gt;                    Unbinds a key or key combination. Example: /unbind a reclaim.&lt;br /&gt;
/unbindaction &amp;lt;action&amp;gt;	                     Unbinds all keybinds that uses &amp;lt;action&amp;gt;.&lt;br /&gt;
/unbindkeyset &amp;lt;keyset&amp;gt;	                     Unbinds all bindings that uses &amp;lt;keyset&amp;gt;.&lt;br /&gt;
/unbindall	                             Unbinds all keys except the chat keybinding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripting=&lt;br /&gt;
In Lua scripts, these commands can be used like this:&amp;lt;br&amp;gt;&lt;br /&gt;
Spring.SendCommands(&amp;quot;resbar 0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
notice the missing / when used like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=15000</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=15000"/>
		<updated>2012-12-25T13:52:45Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Buildings&amp;quot; is quite a general term.  I already mentioned that NOTA factories build units faster so in that sense they&#039;re &amp;quot;stronger&amp;quot;.  Also remember that NOTA radars cover a much wider area compared to OTA radars so, again, they&#039;re &amp;quot;stronger&amp;quot;.  I&#039;m assuming this question is directed more towards static defenses than anything else.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You need to keep in mind that NOTA emphasizes the use of mobile units (&amp;quot;mobility focused warfare&amp;quot;, remember?) so static defenses should be considered support units.  You should rely primarily on mobile units and only turn to static defenses in specific situations where they will clearly be more effective than mobile units (this almost always boils down to terrain related situations where mobility is impaired, e.g., bottlenecks, cliffs and so on).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The CORE can be a little more liberal with the use of static defenses due to the Necros, if a static defense is destroyed the Necros can bring it back online as long as the wreckage remains.  Just be sure that the position where the wreckage is located doesn&#039;t become overrun by the enemy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another [[NOTA players guide|guide]] made by 123v and HeavyLancer which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14999</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14999"/>
		<updated>2012-12-25T13:50:35Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Buildings&amp;quot; is quite a general term.  I already mentioned that NOTA factories build units faster so in that sense they&#039;re &amp;quot;stronger&amp;quot;.  Also remember that NOTA radars cover a much wider area compared to OTA radars so, again, they&#039;re &amp;quot;stronger&amp;quot;.  I&#039;m assuming this question is directed more towards static defenses than anything else.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You need to keep in mind that NOTA emphasizes the use of mobile units (&amp;quot;mobility focused warfare&amp;quot;, remember?) so static defenses should be considered support units.  You should rely primarily on mobile units and only turn to static defenses in specific situations where they will be clearly more effective than mobile units (this almost always boils down to terrain related situations where mobility is impaired, e.g., bottlenecks, cliffs and so on).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The CORE can be a little more liberal with the use of static defenses due to the Necros, if a static defense is destroyed the Necros can bring it back online as long as the wreckage remains.  Just be sure that the position where the wreckage is located doesn&#039;t become overrun by the enemy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another [[NOTA players guide|guide]] made by 123v and HeavyLancer which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14998</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14998"/>
		<updated>2012-12-25T13:48:18Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Buildings&amp;quot; is quite a general term.  I already mentioned that NOTA factories build units faster so in that sense they&#039;re &amp;quot;stronger&amp;quot;.  Also remember that NOTA radars cover a much wider area compared to OTA radars so, again, they&#039;re &amp;quot;stronger&amp;quot;.  I&#039;m assuming this question is directed more towards static defenses than anything else.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You need to keep in mind that NOTA emphasizes the use of mobile units (&amp;quot;mobility focused warfare&amp;quot;, remember?) so static defenses should be considered support units.  You should rely primarily on mobile units and only turn to static defenses in specific situations where they will be clearly more effective than mobile units (this almost always boils down to terrain related situations where mobility is impaired, e.g., bottlenecks, cliffs and so on).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The CORE can be a little more liberal with the use of static defenses due to the Necros, if a static defense is destroyed the Necros can bring it back online as long as the wreckage remains.  Just be sure that the position where the wreckage is located doesn&#039;t become overrun by the enemy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v and HeavyLancer [[NOTA players guide|here]] which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14997</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14997"/>
		<updated>2012-12-25T13:37:43Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Buildings&amp;quot; is quite a general term.  I already mentioned that NOTA factories build units faster so in that sense they&#039;re &amp;quot;stronger&amp;quot;.  Also remember that NOTA radars cover a much wider area compared to OTA radars so, again, they&#039;re &amp;quot;stronger&amp;quot;.  I&#039;m assuming this question is directed more towards static defenses than anything else.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You need to keep in mind that NOTA emphasizes the use of mobile units (&amp;quot;mobility focused warfare&amp;quot;, remember?) so static defenses should be considered support units.  You should rely primarily on mobile units and only turn to static defenses in specific situations where they will be clearly more effective than mobile units (this almost always boils down to terrain related situations where mobility is impaired, e.g., bottlenecks, cliffs and so on).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The CORE can be a little more liberal with the use of static defenses due to the Necros, if a static defense is destroyed the Necros can bring it back online as long as the wreckage remains.  Just be sure that the position where the wreckage is located doesn&#039;t become overrun by the enemy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14996</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14996"/>
		<updated>2012-12-25T13:12:43Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
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Author: Totbuae&lt;br /&gt;
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&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14995</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14995"/>
		<updated>2012-12-25T13:10:49Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* So, you wanna give NOTA a try, huh? */&lt;/p&gt;
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== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
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Author: Totbuae&lt;br /&gt;
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&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14994</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14994"/>
		<updated>2012-12-25T13:09:35Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* So, you wanna give NOTA a try, huh? */&lt;/p&gt;
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&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
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== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14993</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14993"/>
		<updated>2012-12-25T13:07:47Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* So, you wanna give NOTA a try, huh? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==I assume then that buildings are comparatively stronger than in OTA? How much stronger?==&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Author: Totbuae&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;-- Back to the [http://spring.clan-sy.com/wiki/NOTA NOTA wiki]&lt;br /&gt;
[[Category:NOTA]]&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14989</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14989"/>
		<updated>2008-10-17T20:35:05Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&#039;&#039;&#039;&#039;&#039;- Totbuae&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Three mexes and a solar are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance.  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.  Starting with NOTA version 1.50, base expansion towers can morph into any of the four Level 2 Constructors.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three Level 2 Constructors (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), radar jamming missile launchers (Scramjam, Core only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14986</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14986"/>
		<updated>2008-07-11T09:17:09Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: /* Yeah, I guess you did.  Anything else I should know? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two solars and two mexes are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance (the next version of spring is supposed to have separate ammo and fuel).  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;advanced&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Is that all? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14985</id>
		<title>NOTA OTA differences guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=NOTA_OTA_differences_guide&amp;diff=14985"/>
		<updated>2008-07-11T03:30:42Z</updated>

		<summary type="html">&lt;p&gt;Totbuae: New page: == So, you wanna give NOTA a try, huh? == &amp;lt;br&amp;gt; This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== So, you wanna give NOTA a try, huh? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is intended to be an introductory guide to those with an OTA-like background who are willing to give NOTA a try.  Please keep in mind that the N in NOTA means &amp;quot;Not&amp;quot; and it&#039;s not just a saying.  NOTA doesn&#039;t play much like OTA or any OTA-like mod so some of the strategies/tactics you&#039;re used to will not work here.  I&#039;ll do my best to explain clearly and briefly how things are different in NOTA so that adapting to this new way of waging war doesn&#039;t end up with you becoming a casualty.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== What the... ?  Where&#039;s the commander? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In normal NOTA game mode you don&#039;t start with a commander, you start with a command building&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  The command building, being a building, is not mobile but it has a long build radius and its build list is roughly equivalent to that of a T1 const KBOT/vehicle/VTOL from OTA plus a few waterborne structures.  Lastly, the command building is moderately armed against both ground and air units which means your early base is adequately protected against small raids (five or less early PeeWees/Flashes aren&#039;t going to accomplish much but ten or twenty might if you don&#039;t have any other defenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There&#039;s a game mode under the mod options tab in the TASClient lobby which allows you to start with the command building and the commander.  Other than that, you can get a commander by building a warp gate from the T3 base expansion tower (more on those later) and warping him in.  This latter one is different from the one you can opt to start with, it has a more extensive build list (it can even build Timmy/Bertha).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ok, ok, so no commander... What next, then? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Two solars and two mexes are a good start.  NOTA econ is similar to OTA econ; you&#039;ve got your solars, mexes&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, windgens&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, metal makers, geos, floating mexes, floating metal makers, tidals, e-storage and m-storage.  Metal extraction and energy production levels are also similar to OTA (a solar will produce 20e, a geo will produce 250e, metal makers use 60e to produce 0.6m and so forth).  One notable difference from Absolute Annihilation descendants is that there aren&#039;t any advanced solars in NOTA, instead you have access to the standard fusion reactor from the start.  NOTA fusions are cheaper and quicker to build but they also produce less energy (only 350e but don&#039;t worry, you get better fusions at T2).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; NOTA mexes are a little bit more resistant to damage than OTA mexes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; NOTA windgens don&#039;t chain explode as badly as in AA descendants.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Fair enough but econ never won any battles. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Or so you say. :P&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ha, ha, very funny.  What I meant is, should I go KBOTs or vehicles first? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That question has much deeper ramifications in NOTA than in most other mods.  The reason behind this is that KBOTs and vehicles are much more different than in OTA or any AA descendants.  Like in most other mods, KBOTs can climb steeper hills than vehicles and vehicles are in general faster and tougher than KBOTs.  Unlike most other mods, though, the differences don&#039;t stop there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KBOTs will give you the most bang for the buck if we define bang to mean firepower.  NOTA KBOTs are smaller size-wise than OTA KBOTs which means you can concentrate a lot of firepower in a small area (four PeeWees occupy about as much space as one Stumpy).  KBOTs in general also have excellent self repair (a badly damaged Hammer, for example, can get back to top shape if it stays away from combat for about forty seconds).  The combination of easily affordable firepower and good self repair makes KBOTs very useful for holding ground.  Finally, KBOTs can afford to move around more in combat compared to vehicles (you&#039;ll see why on the paragraph about vehicles).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why on Earth would you want to use vehicles, then?  Simple reason, NOTA KBOTs are &#039;&#039;V-E-R-Y S-L-O-W&#039;&#039;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  Forget about running past defenses with PeeWees and blowing up stuff or using them to catch up to those Flashes that got past your front line, it ain&#039;t gonna happen.  KBOTs&#039; slow speed makes them vulnerable to static defenses which outrange them (there are KBOTs which can safely take out statics from range).  Also, slow speed combined with small size makes KBOTs doubly vulnerable to large area of effect weapons such as artillery (what Levelers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; do to KBOTs can only be described as obscene) and close air support VTOLs.  Their last drawback is that KBOTs don&#039;t have any means to attack high altitude VTOLs (I&#039;ll explain later, in the paragraph about aircraft) or ships.  Special infantry transports which can lift twenty Rocko/Hammer sized KBOTs at once were introduced to help mitigate their lack of mobility on large maps.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As stated before, vehicles are on average faster and tougher than KBOTs.  Tanks in particular will take reduced damage from the front compared to the rear and sides.  Because of this, tanks are better used to charge up to defensive lines (of either statics or mobile units) but not past them (which would expose their weaker rear armor).  The vehicle plant also grants access to mobile flak vehicles (flak is the only ground anti-air defense that can shoot at high altitude VTOLs), mobile artillery (T1 arty is mean in NOTA, it outranges statics by a fair amount and has good splash damage) and mobile anti-ship guns (just wait &#039;till I talk about ships, ok).  All in all, vehicles have better assault options than KBOTs and should be used when you&#039;re ready to go knocking on your opponent&#039;s door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; There are fast assault KBOTs (Zipper for Arm and the Core counterpart, the Sprinteurs) which move at about Flash speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Levelers aren&#039;t artillery, they&#039;re self propelled field guns but they do outrange most KBOTs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== And just what are &amp;quot;high altitude VTOLs&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glad you asked.  Air power is one of the aspects which most evidently sets NOTA apart from OTA or any AA descendants (another one being navy).  As expected, the VTOLs&#039; greatest asset is their mobility, they&#039;re fast and unaffected by terrain.  NOTA VTOLs can be classified in two categories: high and low altitude.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
High altitude VTOLs fly too high to be attacked by most ground anti-air defenses&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  T1 strategic bombers (Thunder/Shadow), T2 strategic bombers (Phoenix/Hurricane), T2 stealth bombers (Black Lilly, Core only), T2 high-speed spy planes (Archangel, Arm only), T2 radar planes (Eagle/Vulture) and T3 flying fortresses (Centurion, yes, you guessed it, Core only) are all high altitude.  Against these high flying menaces your best bet are fighters/interceptors and ground flak to a lesser extent.  The remaining VTOLs are low altitude and can be attacked by all ground anti-air units.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While on the subject of VTOLs, the ones in NOTA have fuel which is used up when they move or launch ordnance (the next version of spring is supposed to have separate ammo and fuel).  Due to this, VTOLs cannot remain on station indefinitely and will have to return to base to rearm/refuel.  Air repair pads are available from the start and each T1 aircraft plant has one integrated air repair pad to help get you started.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more tactical/strategic note, NOTA VTOLs are evil.  Ground attack aircraft are the bane of all ground units (even anti-air) and can reduce a whole contingent of tanks to scrap metal in mere seconds.  Strategic bombers will give you no-end grief as they take out your factories with near impunity.  If your opponent goes air you have to at least get some fighters up unless you have the resources to invest heavily on ground anti-air (don&#039;t forget to get some flak as well).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you start complaining, ground anti-air is not useless.  It&#039;s more of a deterrent, i.e., without it your other ground forces can be pounded by air with impunity, with it you at least make your opponent lose some aircraft for every airstrike.  Ground anti-air also helps your fighters maintain air superiority over the territory you control.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not, however, all fun and games in the VTOL camp.  The VOTLs&#039; extra dose of pwnage is balanced by the fact that you don&#039;t get construction aircrafts until T2.  Yes, you read that right, &#039;&#039;there&#039;s no construction aircraft in the T1 aircraft plant build list&#039;&#039;.  The aircraft plant, however, does grant access to air transports which have an added value in NOTA because they can move transportable turrets around.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A missile tower (Defender/Pulverizer) built on top of a tall enough hill will be able to shoot at high altitude VTOLs if the surrounding terrain is low.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== What&#039;s so different about NOTA navy? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For starters, the 3D models are different.  They look a lot shipier and less like the glorified armed yachts from OTA.  Ships are also armed to the teeth (the &#039;&#039;&amp;quot;lowly&amp;quot;&#039;&#039; destroyer has 7 weapons:  two plasma cannons, two flak cannons, two torpedo launchers and an anti-air missile).  Furthermore, ship mounted plasma cannons are artillery cannons, the have very good range and area of effect.  There&#039;s also only one shipyard (there&#039;s no advanced shipyard) which builds all ships, from the destroyer to the battleship.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike OTA and other mods, ships rule the seas.  While you can hold destroyers and maybe cruisers at bay for a little while through the cunning use hovers, torpedo bombers and anti-ship guns, it&#039;s just a matter of time before the bigger ships show up and wreck all your stuff.  Considering this, it&#039;s imperative that you get ships of your own if the map has any significant amount of water.  If you decide to forgo ships in such a type of map then it&#039;s vital that you find and destroy the opponent&#039;s shipyard as soon as possible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
By the way, anti-ship guns (also called coastal defense guns) are a special type of medium range plasma cannon that do extra damage to ships.  There are two versions:  a static one and a mobile one built by the T1 vehicle plant.  These guns are a little bit inaccurate and must achieve direct hits to do any damage (they have a very small area of effect) so they&#039;re not very well suited to attack anything smaller than ships.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== You mentioned something else I wanted to ask about, what was it?... Right, &amp;quot;transportable turrets&amp;quot;? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also unique to NOTA (for the time being) are transportable turrets.  Air transports can move these around and so can hover transports (you can also FPS a unit and push them around, but that only works for minor adjustments).  They&#039;re a convenient way to provide support for your mobile units when the front lines start to shift.  You can also try to sneak some into undefended enemy territory to cause some havoc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are four types of transportables.  Two are common to both Arm and Core:  transportable light laser turrets and transportable flak turrets.  The other one is exclusive to Arm forces, it&#039;s a transportable rocket launcher; the Box-o-Death (tm) spews ballistic rockets non-stop with good range.  The last one is the Core only transportable sabot tower, the Splinter, which fires anti-tank darts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Ah, I see.  Why would I need those, though?  Couldn&#039;t I just build regular turrets instead? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Base expansion is another aspect where NOTA greatly differs from OTA and any OTA-like mods.  Construction KBOTs/vehicles/VTOLs only have a very basic build list.  They cannot build factories or advanced defenses, they can only build some basic economy buildings (solars, geos, windgens, mexes, metal makers), some basic defenses (transportable LLTs, anti-air machineguns/chainguns, dragon&#039;s teeth&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; and land mines&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) and radar.  Construction hovercraft can also build some sea-based versions of those basic structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to expand, mobile constructors can also build base expansion towers (Level 1 Base constructors) which are unarmed versions of the command building with a little shorter build range and a little less build power but with the same build list.  These are a little pricey and deciding when and where to build one is a very important strategic decision.  The added step of building base expansion towers is the reason why NOTA is called &amp;quot;Mobility Focused Warfare&amp;quot; (your mobile units will see a lot more action than in other mods because your static defenses are unlikely to be in the front lines).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; DTs are smaller in NOTA, they&#039;re meant to serve as obstacles for mobile units not as protection for defenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; There aren&#039;t any dedicated minelayer units in NOTA, mobile construction units double as minelayers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Wait, if mobile constructors cannot build factories then how do I tech up? ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The command building and the base expansion towers build two types of constructors which allow you to tech up:  Level 2 Constructors and Advanced Constructors.  Level 2 Constructors come in four varieties:  Kbot, Tank, Air and Def.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The first three (Kbot, Tank and Air) allow you to build the corresponding advanced factory (Adv KBOT Lab, Adv Vehicle Plant and Adv Aircraft Plant).  The defense one gives access to advanced defensive structures:  pop-up plasma cannons (Ambusher/Toaster), BLODs (Annihilator/Doomsday Machine), EMP missile launchers (Stunner, Arm only), nukes (Retaliator/Silencer), LRPCs (Big Bertha/Intimidator), RFLRPCs (Vulcan/Buzzsaw) and long range nuclear cannons (Tabitha/Influence).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
All Level 2 Constructors also allow you to upgrade your economy by providing access to Heavy Fusion Reactors, Moho Metal Makers and Moho Engineers (Moho Engineers are really big construction KBOTs which are responsible for building Moho Mines).  To round up the package, all Level 2 Constructors also have access to a small selection of T1 defensive&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, utility&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and economy&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; structures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Advanced Constructors build EVERYTHING all of the four Level 2 Constructors can plus NOTA&#039;s T3 structures.  At T3 the Core gets the warp gate (warps in the commander&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;), the Krogoth gantry (I wonder what this might do? :P), the Anti-gravity hangar (builds flying fortresses) and the Pinocchio (I won&#039;t ruin the surprise, just build one and see what it does).  Not to be outdone, the Arm also gets the warp gate (there&#039;s a little surprise waiting for you here, also) plus the Pod Factory (builds Montros Pods which are the Arm&#039;s answer to the Kroggies) and the orbital laser (C&amp;amp;C GDI&#039;s Ion Cannon, anyone?).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; LLTs, HLTs, MRPCs, coastal defense guns, missile towers, flak cannons and anti-nukes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Radar towers and air repair pads&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; T1 fusion reactors&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; You can only have one active commander at a time (if you lose it, you can warp in another one).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== This really is nothing like OTA. ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I told you so, right from the start.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Yeah, I guess you did.  Anything else I should know? ==&lt;br /&gt;
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Just a few things, actually.  First and foremost is that you CANNOT assist factories in NOTA&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;.  However, there&#039;s little need for that since NOTA factories build faster than their OTA counterparts.  In fact, NOTA factories are so efficient that there&#039;s an option to slow them down to 75%, 50% and 25% of their maximum output (you&#039;ll see a button which displays &amp;quot;100%&amp;quot; on the left panel when you select a factory, repeatedly clicking it will cycle through the four possible values) so that they don&#039;t choke your early economy.&lt;br /&gt;
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Also gone from NOTA are starburst rockets.  These weapon systems are very limited because they cannot hit moving targets; this has been corrected in NOTA by replacing them with ballistic missiles which can more effectively engage mobile units.  NOTA anti-air is dedicated anti-air, i.e., anti-air weapons (missiles, flak) cannot fire at ground targets.&lt;br /&gt;
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Another thing you&#039;ll notice is that in NOTA weapon ranges are a little bit longer than in OTA (for example, the EMG of an OTA PeeWee has a range of ~180, the EMG of a NOTA PeeWee has a range of 255).  On a related note, there aren&#039;t any advanced radar towers in NOTA because a NOTA basic radar tower has a radar coverage much larger than a OTA &#039;&#039;&#039;advanced&#039;&#039;&#039; radar tower.  NOTA radars can also detect cloaked units that get too close.&lt;br /&gt;
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Finally, static anti-nukes are T1 in NOTA and they have a rather large umbrella of protection (so now you don&#039;t have any excuse for getting nuked unprepared).&lt;br /&gt;
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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Look at it this way, in most other mods your factory isn&#039;t really &#039;&#039;&amp;quot;ready&amp;quot;&#039;&#039; until you have around six construction units guarding and assisting it; NOTA completely eliminates this second step (and if you really, really, &#039;&#039;really&#039;&#039; need to spam then you can always build more factories).&lt;br /&gt;
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== Is that all? ==&lt;br /&gt;
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Yep, for now at least.  Remember that this is just an introductory guide meant to explain the differences between NOTA and OTA/AA descendants.  I didn&#039;t go and wasn&#039;t planning to go into any in-depth tactics, strategies or unit analysis for NOTA (maybe later, in another document).  There&#039;s another guide made by 123v which does offer some pointers about how to play NOTA effectively; it&#039;s a good read and you might consider going over that one as well.&lt;/div&gt;</summary>
		<author><name>Totbuae</name></author>
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