SpringFiles: Balanced Annihilation

Version:  7.73 Games Freeware

Changes for 7.72 > 7.73
23/03/2013

-New loadscreens (thanks Floris!)
-Added cmd_keep_target widget (-> units keep last attack order while moving)
-Added lock_camera widget (-> you can follow other peoples cameras)
-Added com_counter widget
-Added blackened crosshair cursor to show when an attack command will fail (beware, new engine feature and it sometimes guesses wrong!)
-Added collision volumes for almost all units (fixes units not firing when clumped)
-Replaced unit_marker widget with Adv_Unit_Marker (thanks LEDZ!)
-Replaced snd_volume widget with snd_volume_osd (-> use -/+ keys to change volume ingame)
-Made enemy_spotter widget look much nicer and handle multiple enemies (thanks Floris!)
-Made z,x,c,v ‘keybinds’ work with initial_queue widget
-Fixed t1 veh/sea cons lacking buildrange for t2 labs
-Fixed un-buildable (in 92.0+) sea units
-Fixed un-killable paralysed aircraft
-Fixed mines blocking units (in 92.0+)
-Fixed coop mode
-Fixed liche (!!)
-Several small bugfixes
-Pushing units is now a modoption, default enabled
-Startpoints now cannot be placed within the dgun range of another start point
-Took away radar, sonar and LOS from crashing aircraft
-Units built by engineers changed: Consul now builds Fido,Zeus,Maverick; Freaker now builds Pyro,Can,Commando
-Increased Panther energy cost 4200->6000
-Removed 50% EMP damage reduction recieved by Bantha
-Vanguard health decreased 12k->9k, reload time increased 6->8
-Mercury & Screamer changed substantially, hopefully they are good anti-air-swarm defence now
-Vulcan & Buzzsaw will now fire at/over/into hills if you ask them too
-Parts of BAR appearing behind the curtains 😉

~ Beherith, Bluestone, Nixtux, VeryBadSoldier, BrainDamage, DeadnightWarrior, Decay, Funkencool, Firestorm.

whitelight.jpgfolsombridge.jpgrockriver.jpgAuthor / Publisher:  silentwings

SpringFiles: MicronWars 2

Version:  0.17 Games Freeware

MicronWars 2
(screenshots will follow)

Micronwars 2 is the brother mod of Micronwars

The mod has the same gameplay, but uses only nowdays units

Capture outposts to get more tech and build more units
Mine resources like in C&C
Capture a bunker (if you have it on the map) and use the nukes it holds

Choose before play the Camouflage you want so you can addapt to the map ( camouflage not finnished currently only forrest camouflage is available)

current units available

ground units

miner
construction truck
m1024 humvee
m1046 humvee TOW carrier
m2a Bradley
M1a1 Abrams
ShKH Dana self propelled artillery
m163 AA
m-270 MLRS

Air units

F-16 fighting falcon
F-117 nighthawk
A-10 thunderbold II
B-52 Stratofortress
AC-130 spectre

Sea units

not available yet

Infantry

not available yet

Defences

outpost
CIWS turret
Missile launcher
Hawkradar
Hawk missile battery

AI not working with this mod
Please report bugs thx

hope you enjoy

start2_1.jpgAuthor / Publisher:  Razorblade

Zero-K: Zerok- v1.1.3.6

Major changes for this version are the ability to use priority for stockpile and morph, a Stiletto nerf and changes to the way keybinds are handled. There are also a lot of code changes a fixes.

The keybinds change has reset all keybinds. Players which modified keybinds through the ingame menu will need to rebind them. Players using uikeys.txt have a few options for keybind migration. Additional information: http://zero-k.info/Wiki/KeybindFile

== Engine ==
For now we are sticking with the old engine (91.0) because the update has many bugs which we cannot fix. Most of the bugs which we can fix have been fixed.

Most of the remaining bugs are graphical bugs or crash bugs which occur for some people and not others. We cannot test for these bugs. To prevent future releases like this we just need some players to occasionally try the BLEEDING EDGE host to make sure it still works. Players who experienced bugs in 93.2 should do this frequently for now such that we can actually get an engine release that works.

== Morph & Stockpiling Priority ==
Now you can set priority to morph and weapon stockpiling just like regular construction priority.

== Balance ==

Large Shields:
* 5% less regen rate (60 -> 57 in all 3 cases).

Stiletto
* Stun Time 15s -> 13s
* EMP Damage reduced by 10%

Outlaw:
* Can fire underwater

Clam:
* Health 1300 -> 850

== Interface ==
* The new ZK keybinds system is now operational. See here for more information http://zero-k.info/Wiki/KeybindFile
* More keybind-able buttons added to EpicMenu interface.
* EpicMenu also allows player to use the old ui_keys.txt instead of the new ZK_keys.lua. Go to Settings/Misc to set this option.
* F4 now will also highlight ally wrecks in addition to enemy wrecks.
* Build ETA text now has an outline for better visibility.
* More buttons for unit visibility widgets in Settings/Graphics/Unit Visibility and Settings/Interface/Selection. ie: XrayShader, Outline, Halo, TeamPlatter and Spotter widget.
* Shadow setting now uses a slider.
* Added a “Select Next Player” button to Settings/Interface/Spectating.

== Graphic ==
Nuclear and Singularity explosions now create a bright lighting effect. This requires the engine settings MaxDynamicMapLight and MaxDynamicModelLight to be greater than 0.

== Widget ==
* Various improvements in COFC operation, such as smoother unit tracking.
* Map Edge Extension widget can now draw a curvature effect for the region outside the playable map (VFX). The fog effect at the playable map edge can also now be toggled.
* Added Commander Info (Comm-n-Elo Startpos. Info) widget that shows ally commander selection.
* The KeyboardMenu now has buttons for building units.
* The ShowAllCommands widget will now always show commands for current selection when “Show only on shift” is enabled. Its settings are now in Settings/Interface/Command Visibility.

== MetalSpot ==
* Added custom metal spots for PizzaTime_v02.
* Added custom metal spots for StormSiege_v3.
* Added custom metal spots for Grts_Messa_008.

== BugFixes ==
* Fixed Space+Click on player list not working.
* Rapier wreck now use new model instead of old one.
* Fixed commander facing direction during gamestart.
* Fixed Weaver wreck/debris giving 12/6 more metal than it should have.
* Fixed CAI continuing to work when its team is killed.
* Fixed rare case of unit exiting factory and not going idle (NoStuckInFactory widget).
* Fixed chicken queen kill award. Now players can get the queen kill award.

Add experimental impulse jumpjet option to ModOption. Requires Spring93.1.1++ and therefore is not enabled by default.