Using Spring: Difference between revisions

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m →Space Build (MOUSE4/Z and MOUSE5/X): don't know how I missed this first run through.
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This function is a little awkward, to change the spacing you need to have a structure selected then hold down SHIFT+ALT+MOUSE1(left mouse button) then press either the expand(MOUSE5/X) or contract(MOUSE4/Z) buttons to add or remove a 1x1 groundplate(engine renders as 2x2 grid spaces) distance between all future shift+left-hold-drag based build commands.
This function is a little awkward, to change the spacing you need to have a structure selected then hold down SHIFT+CTRL+MOUSE1(left mouse button) then press either the expand(MOUSE5/X) or contract(MOUSE4/Z) buttons to add or remove a 1x1 groundplate(engine renders as 2x2 grid spaces) distance between all future shift+left-hold-drag based build commands.


One more thing, you don't neccessarily need to be holding down mouse1 to adjust the distance between the structure queue. You can select a build pic, hold shift+ctrl and press z or x to adjust the spacing, however you wont be able to see how much spacing you are assigning.
One more thing, you don't neccessarily need to be holding down mouse1 to adjust the distance between the structure queue. You can select a build pic, hold shift+ctrl and press z or x to adjust the spacing, however you wont be able to see how much spacing you are assigning.

Revision as of 18:07, 3 March 2006

More Exaustive Decription of Contols, Interface and Features. For Basic information, check the most current README.html (should be mirrored here)or Getting_Started. For an introduction to the srategy and overall gameplay in XTA (and most mods based on the orriginal Cavedog units) check out the Spring_guide!

For more advanced/current information check the most recent changelog or the taspring/spring forums.

Camera Controls

There are four camera modes in Spring. To change camera modes use CTRL+Middle Button (Mouse 3), CTRL+J or CTRL+Backspace (Also SHIFT+[Mouse 3,J or Backspace]). Middle button, Backspace or J toggle "free look" mode for the current camera view. (expand idividual controls for each camera mode)

Camera Modes

There are four different camera modes in Spring. Everyone likes a different one. Try them all out to decide what you like.

FPS Style

This is the default view. The camera is controlled just like in a First Person Shooter. Use arrow keys to fly forward/backward and strafe left/right. Hold the middle mouse button to aim the camera. Use the scroll wheel to zoom in and out.

This is the easiest camera to position. However, it can get quite tedious in the middle of a battle trying to control the camera. Its good for screenshots and FPS junkies.

Classic Overhead(TA) Style

Exactly the same view as OTA had. It has a fixed height above the ground, but allows you to zoom in and out. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. The scroll wheel zooms in and out. Ctrl+Scrolling will tilt the camera. Holding the middle mouse button also pans around the map.

This is the easiest view for OTA players to use. It functions exactly the same as the OTA camera, so no new tricky controls are needed to properly enjoy the game. This view has recently had camera tilt added (see above), but still does not really show off the full glory of the Spring engine, as you are limited to one compass direction. It is the favorite view mode for most people, as most people play OTA.

Total War Style

The same camera system as seen in the (Rome:?)Total War game. It runs at a fixed height above the ground, which is not changable. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. Scrolling the scroll wheel tilts the camera. Putting the mouse in the top corners of the screen rotates the view. Holding down the middle mouse button pans around the map.

Good for those familiar with the Total War games. But again it does not allow for full freedom in the movment, so does not show off the engine as much as it could do.

Rotatable Overhead Camera

This is a new camera system invented by the SY's. It has a fixed height, but you can change this height by scrolling. Use the arrow keys to pan around the map. The scroll wheel moves the camera up and down vertically. Holding the middle mouse button aims the camera.

This is perhaps the best camera, as it allows for totally free movement and aiming, but with some handy restrictions on the height. It is the second most popular view behind OTA view.

FPS "Mode" (C)

Press 'C' to toggle "First Person Shooter Mode".

Controls:

  • Up Arrow: Move in the direction the legs are facing
  • Left Arrow: Rotate Legs to the left
  • Right Arrow: Rotate Legs to the right
  • Mouse: Aim default gun (may lock onto annoying targets such as the ground)
  • Left Mouse Button: Shoot whatever guns the engine has decided to let you shoot
  • Right Mouse Button: Free Fire Mode, the AI will aim and fire for you.

General Function Keys

For the most part the function keys control what the camera sees, so they are listed here for lack of a better place for them.

  • F1: Toggles Contour Markings On/Off. Color coded contour markings of the map height. One iteration through the colors (ie: red-green-blue-red) is 32 units high.
  • F2: Toggles Path map On/Off. The path map works the following way:
    • Mobile Unit Selected: If you have a mobile unit selected, then the pathmap shows where that specific unit can move (green) and where it cant (red). The greener the map, the better the unit can walk on that area. Zones that cant be walked or driven on are always solid red.
    • Builder Selected: When you have a builder selected, and click on a building in its build menu (i.e. a Kbot lab), the path map will show you where you can build that building. Its fairly easy to understand, with the green zones representing buildable areas, and the red zones representing the areas where you cannot build.
  • F3: Moves the camara to the position of the last message. Messages can be from units, or alerts on the minimap from your allies.
  • F4: Toggles Metal Map On/Off. If the map is green, there is metal there. if the map is black, there is no metal. If the map is white, there is lots of metal and it would be a good strategic place to hold.
  • F5: Toggles the GUI On/Off. Good for taking screenshots.
  • F6: Toggles Sound On/Off. Good for when your D-Gunning kroggies XD
  • F7: Toggles the Dynamic sky. If the game is running slowly, try turning this off to speed it up a little bit.
  • F8: Save the Game. Not sure exactly how this works, or how you then load a game again, but the button is here for using.
  • F9: Show/Hide Unit Status. Unit Status bars are: Health, Building percentage, experience, and group numbers.
  • F11/F12: Screenshots. Takes a screenshot and saves it to TASpring/Screenshot###.jpg, where ### is the number of the screenshot.

Note: F10 is not bound to any control, but its good idea to map it to CreateVideo instead of 'v'. Edit the TASpring/uikeys.txt and replace "bind 'v' CreateVideo" with "bind f10 CreateVideo"

Snapping/Panning Camera to a Specific View

Right mouse button (MOUSE2) click on the mini-map to snap the center of the view to that point on the map, right click and drag to move the camera around the map.

Press F3 to snap the camera view to the point of the last "message" (aka commander is under attack, player 1 has placed a point: look here!).

Press T to lock the camera to track the currently selected units. (move the camera manually to stop the tracking)

Selections/Groups/Group Commands/Group AI

The Selection Editor

SelectionEditor.exe is a program installed in your install directory, which is used for editing your selectkeys.txt configuration file, allowing you to make your own shortcut keys for selecting/filtering selection.

This forum topic that should be duplicated here, with cleaning up and additions made... and permission probably.

Default Selection Controls

Selecting/Deselecting Units

Unless you have issued a pending command(see Left Mouse Control (Mouse 1)), left-clicking(Mouse Button 1) a unit will clear the current selection and select the left-clicked unit, if a spot with no valid selection is clicked(empty space, ground, unowned units), the current selection will be cleared. Left-clicking and dragging will draw a box, any units within this box will be selected when you release the mouse button.

Shift+Left-clicking(including dragging a select box), unless you have a pending command, will add units to the current selection.

CTRL+Left-clicking (including dragging a select box), unless you have a pending command, will remove units from the current selection.

Unless the unit is in a group Double-left-clicking will select all visible(camera bounds) units of the clicked type(Shift+Double-left-clicking will add all units of the double-clicked unit's type to the current selection).

CTRL+Z is a shortcut (which can be eddited in Selection Editor) to select all owned units of the current selected type. For example, if a peewee and a brawler are selected, all peewees and brawlers will be selected.

CTRL+A is a shortcut (which can be eddited in Selection Editor) to select all owned units.

"Tooltips" are displayed in the bottom left of the current interface, if units are selected this information is the sum of all information about the selection (aka, select a bank of 5 solar collectors and it will show the total health and total energy being produced). If you mouse-over a "build-pic" in a units command list it will show you the costs and stats associated with the unit represented by the "build-pic". If you have no selection, the tooltip will show information about what your mouse is over at that time (unit stats if it's a unit, otherwise information about the terrain).
Commander Selected
Terrain Hover (No Units Selected)
Metal Extractor Buildpic Hover
Repair Command Hover
Group of units Selected

Basic Unit Groups

Spring supports what could be called quick control groups. Basically you can assign the currently selected units to a numbered group with CTRL+# (where # is a number key) which will put that number(#) above all selected units, then later, you can quickly select these units by pressing SHIFT+#.

If a factory is set to a group, all units built by this factory will also be automatically assigned to this group.

Units can only be in one group at a time, so assigning a new group number to a unit will remove it from it's current group.

Assigning a unit to a group overides normal double-clicking behaviour, if you double-click a member of a group, it's group is selected instead of the units of the same type in range.

Also note, when you CTRL+# a group of units, the old group with that number will no longer exist. Therefore if you intend to add aditional units to a group, you first SHIFT+# the current members and then add (by holding SHIFT) the additional units to the selection group and the use CTRL+# to re-assign all the units to that group. A shortcut for this is holding down both SHIFT and CTRL and pressing a number(#) to add the current selection to that group, and select the entirety of that new group.

Advance Unit Groups with GroupAI

It is possible to assign groups 10 and up for automatic control control.

see Select AI(CTRL+Q), to create groups 10 and above.

see Assign/Select Current Group(Q), to select and add units to these groups.

Issuing Orders/Building

Left Mouse Control (Mouse 1)

As covered in Selecting/Deselecting Units, left clicking is the primary control for selecting units. If, however, a pending order is issued using the menu that appears on the left side of the screen or using a Hotkey, the mouse pointer will change to a symbol representing this action. If there is a pending order and you left click on a valid target for the action the selcted units will perform this action on that target, otherwise the units will "do their best" to perform the action(which could mean just cancelling the Order.

The menu will show all available commands for all selected units, except for wait and self destruct, in the menu, mousing over a menu item will also display the Tooltip for this item.

Right Mouse Control (Mouse 2)

Right clicking will always give the selected units the default action for the target, if the order is invalid for some members of the group, it may or may not choose a suitable action for those units to perform.

Queueing Orders

Use Shift to queue orders. Queueing orders means that you can tell a unit, or a group of units to do multiple tasks, and they will go off and do them without any more input from you. Just say you want a Construction Vehicle to build a line of defences around your base. Select the defence building you want, hold shift and click around a few times. The construction vehicle will now go and build (or try to build) all of the selected structures, and you can just sit back and watch. You can queue each and every type of order there is in game, with no limits. It would be possible (but not very smart) to order your commander to build a whole base for you while you go off and have lunch!

If you have a unit selected, holding shift will show green outlined "ghosted" building for all units the selection has been ordered to build and simple green squares for all buildings that are queued for other units. Also, when holding shift, a path (white line) will be shown representing the selected units order queue (even if there is only one order for that unit; aka a line to the building the unit has been ordered to build and the ghosted building).

You can remove an order from the order queue by holding shift and repeating the same order. This doesn't work very well on area or movement type orders but can be useful for cancelling the construction of an un-needed building.

Another use for this, is for issuing complicated movement orders. Say you want your army to attack your enemy, but you want to attack from the side, where they are their weakest. Just issuing one move command to attack the side of their base would send our units moving THROUGH your enemy's base to try to get to the side. This is not very good. But if you tell your units to move to a location AWAY from the base and them attack from the side, by queuing up two or more move commands, this problem can be successfully avoided. Or you could tell your units to attack certain buildings in a certain order, for instance attack all the outlying metal extracors, and them go for the power plants in the base, they will follow these orders oblivious to anything else, while you go in and attack the other important things.

Learning how to sucessfully queue orders is a vital part of any game, and you will be lost without it.

Building Buildings

When a contruction unit is selected you will see images in it's command list(menu on the left) representing the buildings that it can build (buildpics). Mousing over this buildpic will update the tooltip to show information about the structure. Clicking on a structure's buildpic will select it for contruction. If multiple units are selected, all available structures (and mobile units) will appear in the command list. Choosing to build a building when you have multiple units selected will usually assign all units to help build those buildings if this is a valid command.

When you build a unit with a non-factory you will need to choose a ground plate for it to be built on (represented by a grid on the map under your cursor).

If the grid is green, you can build at that location.

If the grid is green with some yellow-green squares in it somewhere, it means the groundplate is blocked by a mobile unit or reclaimable feature. This situation should be resolved automaticly by the constructing unit.

If the grid has any red squares in it, this is an invalid build position, the non red squares of the grid represent unobstructed parts of the obstructed grid.

Build (select structure then left-click)

Builds whatever structure selected in the location clicked by moving the builder unit selected there and nanolathing it into existance. All Queued orders are cancelled

Build Queue (select structure then shift + left-click)

Puts the selected structure and location into your unit's order queue.

Build Line (SHIFT)

(select structure then shift + left-hold-drag then release left mouse)

Adds a straight line of the selected structure into your unit's build queue starting where you first depressed the leftmouse and ending at the location you release the leftmouse.

Shift-Build

Build Grid Line (SHIFT+CTRL)

(select structure then shift+ctrl+left-hold-drag then release left mouse)

Adds a straight line of the selected structure into your unit's build queue starting where you first depressed the leftmouse and ending aligned to the location you release. This line, however, will be either vertical or horizontal and aligned to the map's grid.

Shift-Ctrl-Build


Build Perimeter (SHIFT+CTRL+ALT)

(select structure then shift+ctrl+alt+left-hold-drag then release left mouse)

Adds an empty square or rectangle box of the selected structures to your unit's build queue. The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner. If you move the mouse straight up your box will look like a grid alligned vertical line.

Shift-Ctrl-Alt-Build


Build Block (SHIFT+ALT)

(select structure then shift + alt + left-hold-drag then release left mouse)

Adds a filled in square or rectangle box of the selected structures to your unit's build queue. The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner. If you move the mouse straigt up your box will look like a grid alligned vertical line.

Shift-Alt-Build

Build "Wall" (select structure THEN shift + ctrl + left-click a Unit)

Add a wall of the selected structure surrounding the clicked unit to your builders build queue.

Shift-Ctrl-Build


Space Build (MOUSE4/Z and MOUSE5/X)

(select structure then shift + ctrl + mouse5/mouse4 or z/x)

This function is a little awkward, to change the spacing you need to have a structure selected then hold down SHIFT+CTRL+MOUSE1(left mouse button) then press either the expand(MOUSE5/X) or contract(MOUSE4/Z) buttons to add or remove a 1x1 groundplate(engine renders as 2x2 grid spaces) distance between all future shift+left-hold-drag based build commands.

One more thing, you don't neccessarily need to be holding down mouse1 to adjust the distance between the structure queue. You can select a build pic, hold shift+ctrl and press z or x to adjust the spacing, however you wont be able to see how much spacing you are assigning.

So, for example, to build a double spaced rectangular grid of mines you would move the mouse to the first corner of the area you want to cover with mines, press and hold shift+ctrl+mouse1 then tap X twice then release ctrl and press alt (all the while still holding shift and mouse1) then drag to the end of the area you want to cover with mines and release mouse1. The next time you go to build a grid of buildings, the spacing will already be set, so in order to remove the spacing the next tim you go to build a group of buildings you will move the mouse to one corner of the area you want to cover, press and hold shift+ctrl+mouse1 then tap Z twice then release ctrl and press alt (all the while still holding shift and mouse1) then drag to the end of the area you want to cover with the selected structure and release mouse1.

Gives your line and/or box structure queues an amount of spacing between structures (default spacing starts at no space). Each click of the spacing expand button(x) gives you an extra LLT-base sized space in between each structure on all 4 dimentions. Similarly, each click of the spacing contract button(z) removes that amount of space. You cannot remove spaces when structures are already placed with no spacing between them.

Note: The mapping of this function to Z and X is as of 0.70b1. As Z and X are used by many players for other units, it's valuable to note that the key mappings for "mouse4" and "mouse5" can be changed in the "uikeys.txt" file in your spring directory.

Spaced-Shift-Ctrl-Alt-Build
Spaced-Shift-Alt-Build
Spaced-Shift-Ctrl-Build
Spaced-Shift-Build

Building Mobile Units (Building with Factories)

Click on the picture of the unit you want to queue up for building. You can queue up many units this way.

Hold SHIFT while clicking a buildpic to order 5 units at one time, hold CTRL while clicking to order 20, hold CTRL+SHIFT while clicking to order 100. Hold ALT while clicking a buildpic to cancel the current construction and add the clicked unit to beginning of the queue (starting the constuction of that unit immediately). Right clicking a buildpic will cancel 1,5,20 or 100 orders for that unit by the same combination of SHIFT and/or CTRL metioned before.

Assigning a group number to a factory will cause the factory to pass this group number to the units it builds.

You can give factories a Move, Guard, or other order and the factory will pass it on to the units it builds. YOu can use this to choose a better place for new units to go after being built, or to send them straight into construction or a battle without micromanaging them. This includes assigning queued orders (for example: multiple move points to get a unit out of the base in a straight line and then a guard repair order on a specific large unit under construction and then a guard order back on the orriginal factory to increase build speed).

Construction/Repair units can be assigned to guard a factory to increase the speed of production for each of the units the factory makes.

Commands and Defaults and Hotkeys

It is assumed that if a unit does not have an ability it will not be it's default action, priorities have been noted.

Active State (X)

This command toggles the active state of a unit. If a unit can be turned off this will usually stop it's prodution and/or use of energy and/or metal and/or stop it from doing something and/or change it's stats. For example, turning off a radar jamming building would make it stop drawing power and prevent it from jamming radar, or turning off a solar collector would stop it from producing power and cause it to "close up" increasing it's armor. This behaviour is unit-scriptable so it could technically do anything the designer of the unit wants it to do.

Attack(A)

Orders the unit to attack the target or location. If ordered to attack a unit, the selected unit or building will keep firing at the targeted unit/building until it is dead. If the targeted unit moves out of range, or out of sight(sp?), the selected unit will move to target the targeted unit again. If ordered to attack ground, the unit will never stop until told to do so by the user. Note that units automatically attack any visible enemy units inside their range, and will pursue them(depending on their Move State (see below)) to a certain distance before returning to their selected location.

Capture

The unit will move up to the targeted unit or building and attempt to convert it to your team. So if the enemy has built a Geothermal power plant , and forgotten to protect it, grab a near by construction unit and try to capture it! Note that this takes quite a while, and it is not a good idea to try to capture a unit that is shooting at you. The closer the unit is to 0 health the faster it will be captured. Be careful to set your Commander's fire state to "hold fire" if you are trying to capture a unit with him, as you will likely detroy the target before it is captured.

Cloak(K)

Makes a unit inivisble to the enemys units. Enemy units will not be able to shoot a unit while it is cloaked, but can still shoot it if it is on radar(I think?). Note that this uses an immense amount of energy, and units uncloak for a few seconds when they shoot. This means that you might want to set the unit to Hold Fire, so the unit doesn't accidentally reveal itself. Cloaking a unit also causes atacking units to lose their target lock.

DGun(D)

Disintegrator Gun. A weapon held by the commander. It is a very powerful gun that will kill ANY unit in game. Use it in early game to ward off rushes, or against super units like the Krogoth, or the Goliath. Be careful, as it also destroys your units and buildings at the same time! Uses alot of energy to fire, so make sure you have the required energy before attmpting this, cause if it does not work, your commander will be a sitting duck.

Fire State

Fire States are fairly simple to work out, and are fairly self explanatory. There are three different states, each with their advantages and disadvantages.

Fire at Will

This is the default setting for all new units. It makes units fire at any visible enemy unit within its range. It is good for general destruction.

Hold Fire

This makes units never fire unless ordered to. Even if they are attacked, they will not do anything. THis is good for sneaking units around the back of a base, as they will not draw any attention to themselfs.

Return Fire

Units only fire at untis that shoot at them. Again, this is good for sneak attacks, but add that little bit more of self defence to them.

Guard(G)

The current selection will "guard" the target owned or allied unit.
When a unit is order to guard another guarding unit it will:

1) Any unit that is order to guard another will attempt to follow it's target anywhere.

2) The Guarding unit will Defend the target if it becomes threatened and the guard has weapons.

3) It will also Repair if the target if it's damaged and the guard has repair capabilities.

4) Or it will Assist in any constructions the target is working on, if the guard can at least repair. This also applies to guarding units capable of repairing who are assigned to guard a factory.

5) A guarding unit will: Repair a unit that has been just resurrected (if capable). But it will not attempt to assist in the actual resurrection, inspite of the guard's capabilities.

6) If say 3 units were each told to guard eachother such that: Unit 1 guards Unit 2, Unit 2 guards Unit 3, and Unit 3 is told to build or repair or attack or whatever. Units 1 and 2 would also join unit 3 in doing what it was ordered to do.

High Trajectory

If this option is available, click the button to toggle this state.
A unit with High Trajectory mode enabled will shoot almost vertically, allowing it to shoot over hills as well as other units and masking the direction/source of the shot.
Using this mode reduces accuracy greatly and also the increased distance of the higher trajectory will increase the amount of time a shot will take to reach it's target.

Move(M)

There are 4 ways to move a group of units in Spring:

1) The usual move to point (works for single units or groups, pretty standard.)

2) Holding down on ctrl while giving a move order issues a "Move in formation" command. In this case, formation means whatever formation or configuration the units were in when they were given the order.

3) Holding down Alt during a move command issues a "Move into a square". Units will try to move into a nice organised formation. However, this rarley ever works, as units tend to shove each other out of the way when trying to get into position.

4) Click and drag at the waypoint and it issues a "Move to this line" command. (In this case the line can be oriented however the user wants. The shorter the line the deeper the back the units will line up. And by contrast the longer the line the more the units will line up along with it. If there's enough units in the group they will form double or even triple lines, which may cause some shoving as stated in #3.)

Notes: Certain formation commands might not work on every type of aircraft.
By turning on Repeat, units will move back into formation when shoved out of position. However, this should be used with caution, as it can lead to problems when trying to move units later
Right clicking with a unit selected is usually as good as pressing the "M" key if the selected point doesn't have any objects at that location.

Move State

Patrol(P)

A unit given a command to patrol will move back and forth between its current position and the taget location. Holding CTRL when giving a patrol command to a selection with more then one unit will cause the units to move to a location relative the the target point compared to the distance of the unit from the center of the selection. Holding SHIFT while issueing a series of patrol orders will cause the unit to repeat this command, moving from current location to the targets and "circle around" through the points on the queued path.

When a unit is patroling it will do whatever it can to "help out" along the path of it's patrol route. How far it will go out of it's designated route is partially defined by line of sight, radar coverage, move state, and fire state.

Examples of Patrol Behaviour:

  • If a unit that can repair patrols within range of a damaged (or under contsruction) owned or allied unit, the patrolling unit will repair the damaged unit.
  • If a unit that can attack patrols within range of an enemy it will attack the enemy unit.

Reclaim(E)

Reclaiming will break down something and give you the metal/energy it is worth. Only certain units (namely, construction units and the Commander) have reclaim capabilities. Wrecks, enemy units, features, and your own units are reclaimable. Energy and metal will be added to storage when reclaiming process is complete.

Default Behavior

Simply clicking on a feature, a wreck, or an enemy unit with a construction unit will reclaim it by default. Dragging as an area command draws a circle in which all valid objects will be reclaimed.

Assigning multiple units to reclaim a target will increase the speed at which the target is reclaimed.

Repair(R)

When repairing a damaged unit, uses a percentage of the metal and energy costs associated with a damaged unit to increase the speed at which a unit regains health. When repairing a unit that is still being constructed the unit will help build the target, increasing the speed at which the unit is completed. The repair command is cancelled when the target's health reaches 100%, so if a unit under construction is damaged the repair command will complete the building of the target and then continue to repair until the unit is at full health. Valid targets are any damaged units(need to check but I believe this includes enemy units) and units currently being constucted. Default behaviour for owned and ally units that are not at full health, including units being constructed by other units and factories. The more units that are assigned to repair another unit, the faster the unit will be constructed/restored to full health, but the energy and metal costs will increase accordingly.

Assign/Select Current Group(Q)

This key has a double function.

If you have one unit belonguing to a group selected, when pressing Q it will select all the units that belong to this group.

If several units are selected, and one belongs to any group, then, when pressing Q it will assign ALL the selected units to this group, and after that will select the group.

It works with AI groups aswell as user generated ("tactical"?) groups.

See Default selection Controls for more info on groups.

Repeat

Moves any orders that have been completed to the back of the order queue. For instance, If you tell a unit to more to one side of the base, and then to the other side of the base, it would keep going back and forwards forever, because when it completed the first move command, it would place that command at the back of the queue again. This is most usefull when building units. If you want a factory to continuously pump out a Sampson, then a Flash, then two Stumpy's, turn on repeat, and watch the units pump out!

Restore

Drag an area of terrain to restore the terrain to it's original height if it has been "deformed"(damaged by explosions or flattened by the contruction of a building).

Resurrect

In XTA only the Arm F.A.R.K. and the Core necro can use this order. Use this to ressurect dead units. If you see some wreakage on the map from some dead units, select a FARK or Necro and ressurect the dead units to have them fight along side your army. A good way to gain the upper hand later in game is to ressurect your opponents army after a battle. This does take a lot of energy and metal(half as much as building the unit originally), and ressurected units will start on 1 health, so are very vunerable.
Ressurect is the default order for corpses from destroyed units, this unfortunately includes wreackage that can't acctually be resurrected.(Tip: if you cannot tell what unit the wreakage was then most likely you cannot resurrect it)
Dragging this order as an area will cause all selected units to ressurect all valid targets in that area. If multiple units are given a common ressurect order, the target will be resurrected faster but only one of them(probably the one the engine decides acctually completed the process) will try to restore it to health. In the case of an area command the units who do not stay behind to repair the target will move on to a new target.

Select AI(CTRL+Q)

Press Control+Q to assign the currently selected units with an "AI". Setting an AI will generate a "group" from that selection of units.

In Spring, the term AI stands more for an aid or "helper" than for a Complete Control AI (as NTAI, ZCAIN, JCAI).

Current available AIs.

None
Simple Formation
Central Build AI
Metal Maker AI
Default = Will assign defaul ai for that unit (?)

Self Destruct(CTRL+D)

Will detonate the selected units/buildings in a very spectacular explosion after a specific count-down (default is 5 seconds). Use this when destroying units/building that are in the way, or when detonationg mines or crawling bombs. A way to literally go out with a bang is to press Ctrl+A (Select All), Ctrl+D (Self Destruct). Note that this will make you lose the game, but is very spectacular!

Stop(S)

Makes them stop any queued commands, and stop moving. They will not automatically stop attacking units, unless their fire state is set to Hold Fire.

Wait(W)

If issued at some point in a command queue (holding shift for multiple commands) the unit will wait at that point in the queue until it is queued another wait command(which should cancel the other one out), or unitl it is given a non-queued order (no-shift, cancels command queue aswell as normal). If it is loaded by a transport while waiting, it will cancel the wait command once it has been unloaded. (I Haven't Tested this functionality, someone should try it out and see what it acctually does... got this from the forums [1])

The actual use of this function goes more like this. Start issuing your chain of commands (Holding Shift). BEFORE a command that you want your units to wait for a go command to execute, hit Shift+W. Now, to cancel the first wait queued on this group, and have them continue with the rest of the queue, hit W. Many of these wait waypoints can be chained together. Note, that if you hit W before some or all of the selected units have completed the command before the wait, only those that have completed the preceding command will continue.

Chat, Cheats, and Text Commands

Pressing ENTER will bring up a "say:" prompt which you can use to communicate with other players or issue "Text Commands". To send a message to all who are connected, type your message and press ENTER. To send a message only to your allies, preface your message with "a:". To send a message to any spectators, type "s:" then your message and press ENTER. To enter a Text Command, simply type the command and press ENTER.

Basic Text Commands

CommandEffect
.infoShows you what colour each player is, its CPU usage percentage and their ping delay in the bottom left corner of the screen
.clockShows you the elapsed game time in minutes and seconds in the bottom left corner of the screen
.takePulls all allied units, that are owned by players who have lost connection to the server, to your team.
.setmaxspeed 50Changes the maximum speed multiplier (default is 3.0)
.setminspeed 0Changes the minimum speed multiplier (default is 0.3)

Cheat Codes

Cheat CommandEffect
.cheatenable cheats - Cheats don't work in multiplayer until the host types this
.nocostInsta-build; everything is built immediatly. (doesn't work on things already under construction, only on new ones)
.spectatorAllows you to see the entire map... but you lose control of your units
.team 0, .team 1, etc.Change player
.give ARMCOM, .give 10 CORKROG, etc.Place 1 or specified number of specified unit. Valid units are the internal names of units as specified in the unit definition.

Map Doodles

Hold the ` key to draw on the map, only you and your allies can see these doodles. Use this tool to mark out territory or warn of impending attacks or mark enemy bases or play tic-tac-toe before the game... be creative but not annoying.

Hold ` while pressing the left mouse button (MOUSE1) to draw a line.

Hold ` while double left clicking, then type a label then press ENTER to add a labled point(also minimap ping and chat message notification).

Hold ` while clicking the middle mouse button (MOUSE3/Scrollwheel Button) to add an empty point(also minimap ping and chat message notification).

Hold ` and clicking the right mouse button (MOUSE2) to erase lines or points.

Note: Apparently on some keyboards, the ` is replaced with §, and it is also known as the ~ or tilde key. Usually this is the key between the Tab and Esc keys in the upper left corner of the keyboard. It can also be changed within the "uikeys.txt" file if you still can't figure it out.

On azerty keyboards * and ù (near return) works but not ~