SpringFiles: DeltaSiegeDry X

Spring Maps Freeware

Just DsD with some changes for BA

First of all This is a release for fun nothing more, the intention is not damage the mod, corrupt,
or any bad things

Changelog DSD X:

Added New Geo Spots for front south players with 2 starting metal spot
New Geo spot on midle hill
New Geo spot on south in midle of 2 south mex

Mod:

-Removed Krog, Juggernaught, Legendary, and Gorilla from T3 gantrys
-Krogtaar is now the hightest HP unit with 25.000 HP on core, Bantha Have 20.000 HP, damage and price of them balanced

-Nanos Buildrange increased to 450, now can self destruct com and reclaim theyr metal in range
-Vehicles buildrange and pathing improved
-Consul now builds t2 hovercraft Tempest, icon after fatboy
-Freaker builds Sumo and t2 hover golly, icon after cans

-Defense Buildtime increased +30%, Heavy ones like doomsday and annihilator +40%

-Nuke effect improved

There more changes, but those are the most important

Wanna see more changes? Play the game, Hope you all Get fun with it, Sometimes a bit of change is good

deltasiegedry.sd7_minimap_0.jpgAuthor / Publisher:  Sam

SpringFiles: Evolution RTS – Higher Grounds

Version:  12 Spring Maps Freeware

Name is EvoRTS Higher Grounds v12, coming soon to a springfiles and plasma server near you (maybe within the next day or so).

It’s a remake of “Higher Grounds v2” by flopflop. New texture, new heightmap (based on the original), ssmf, normalmapped, etc etc and pretty features!

All map features are 10 energy, 0 metal and can be reclaimed. Fences/lightpoles/etc are non-blocking.

Umm, looks like I’mma have to bake evo’s metalmap in, but will provide a config in the map suitable for *A/ZK (or you can just use evo’s layout… it’s pretty good). (Config is in map configs folder)

image001.pngimage002.pngimage003.pngimage004.pngimage005.pngimage006.pngimage007.pngimage008.pngscreen00491.pngminigrounds.pngDependencies:  Spring Features Author / Publisher:  Forboding Angel

SpringFiles: repression blahbalh warcrimes

Other Freeware

the transported unit had the colision volume rarely possible to show using alt-V in 0.89 and at 0.91 nothing changed the unit can collide and mess without damages despit true at the :
allowCrushingAlliedUnits=true, –Default: false New in version 85.0
–Can allied ground units crush each other during collisions?
–Units still have to be explicitly set as crushable using the crushable parameter of Spring.SetUnitBlocking.
–bool
allowUnitCollisionDamage=true, –Default: false New in version 85.0
–Do unit-unit (skidding) collisions cause damage?
–bool

& never a transported unit with 1hp died before transporter with 20000hp
targetableTransportedUnits=true, –Default: false New in version 89.0
–Can transported units be targeted by weapons? true allows both manual and automatic targeting.

baremodel.pngscreen00000.pngspringrts091_blender265export.jpgspringrts091_blender265export_dae_uvmaped091.jpgtextureporn.pngtransport.pngtransportbug1.pngtransportbug1c.pngtransportbug2.pngcollisions.pngdoublecollisionvolume1.pngAuthor / Publisher:  depreciator

Zero-K: Zero-K v1.1.2.0

Forget the new engine version, we’re going in! New graphics, some long-awaited balance changes, and even a funky new GUI skin await in this February’s stable.

== Graphics ==

* New models for Crane, Rapier, Valkyrie and Vindicator by Exit_Wound
* New EMP missile trails
* New slowbeam, Halberd & Buoy impact FX
* Add flashing effect when a unit is resurrected
* Fixed Dominatrix beam position
* Fixed Detriment triple gun animation
* Fixed normals on amphibs and some jumpbots

== Units ==

Annihilator:
* Cost 1500 -> 1800
* Reload time 8s -> 10s

DDM:
* Main cannon range 700 -> 650

Phoenix
* No longer deforms ground

Starlight
* Fixed divergence between continuous and pulse beams at long range

Firefly (companion drone):
* Health 160 -> 200

Newtons are less effective against gunships.

Valkyrie accelerates and ascends/descends much faster (general buff, nerfs transport launchers).

All aircraft can be ordered to manually land at airpads, not just bombers.

Anti-air missiles can be fired at much higher targets depending on the missile’s flight time.

Sumo:
* Jump reload time 18s -> 15s

Disco Rave Party:
* Yellow shot damage 0 -> 800

Wreckages for Flea and Gnat. Now all non-suicidal units (not Claw, Tick, Roach, Blastwing, Puppy, Skuttle) should have wreckages.

Fixed some impulse values for weapons (in particular, this includes a buff for Leveler, commander Riot Cannon and Concussion Shell, Disco Rave Party and Zenith).

== Commanders ==

Singleplayer (non-modular) comms can morph to higher levels.

Hellfire Grenade:
* Reload time 16s -> 12s

High Power Servos:
* Speed bonus 10% -> 15%

== Interface ==

* Keybinds are now saved to LuaUI/Configs/zk_keys.lua, rather than being hidden in LuaUI/Configs
* Resorted many menu options to make the menu less cluttered. As a side effect, some options may be reset.
* New GUI skin: Twilight
* Any unit’s description window can be accessed through Help -> Unit Descriptions
* Binding a key to a unit command also binds Shift+key, if it was not part of the original keyset
* Camera mode selection uses radio buttons
* Construction priority has a floating icon (when Shift is held)
* Added option for selection window background color
* Fixed cursor transparency under certain hardware settings
* Fixed clickable areas on chat
* Fixed negative healthbars
* Auto Reclaim/Heal/Assist is now under Units category in list

== CAI ==

* CAI checks for enemies near mex spots before attempting to mex
* Constructors with jumpjets will use them to escape enemies

== Chicken ==

* Speed mode is now a modoption
* New chicken defense, the Rafflesia static shield

== Missions ==

* Persistent messages are stored in history; look better in non-default skins

== Misc. ==

* Advanced (COFC) camera handles more smoothly and reliably; resets state with just Ctrl+Alt+middleclick (previously Shift was needed as well) * Widget settings are backed up at each run