SpringFiles latest updates http://dev.jobjol.nl files updates from SpringFiles by NTG 2010.03.09 - 18:39:58 <![CDATA[Zoric]]> http://spring.jobjol.nl/show_file.php?id=2549 category: maps
description:
1v1, 2v2 map, Created by MightySheep]]>
2010.03.07 - 11:32:53 <![CDATA[The_Road_Vtest]]> http://spring.jobjol.nl/show_file.php?id=2548 category: maps
description:
Test version]]>
2010.03.07 - 06:47:14 <![CDATA[LowTide]]> http://spring.jobjol.nl/show_file.php?id=2547 category: maps
description:
16x16. Best for 4v4. Land units can pass shallow water (light blue), but cannot pass deep water (dark blue). You can build regular mexes or underwater mexes in shallow water. By gonpost. http://i413.photobucket.com/albums/pp211/gonpost/bigview.png]]>
2010.03.07 - 04:34:47 <![CDATA[DeltaSiege Special Water]]> http://spring.jobjol.nl/show_file.php?id=2546 category: maps
description:
Here i come with this release, now working in water too, hope u all get fun on it DeltaSiege Special Water; -Small catapult aoe increased[76 - 196], Burst increased [12 - 16], Buildtime reduced -Medium vanguard Buildtime reduced -Fixed Legendary Rockets -reduced ARM,CORE emp bertha and intimidator aoe[1114 - 890], Emp Time reduced [25 - 18] -Fixed weapons texture missing with devastator -T3 Vanguard Range Increased [1150 - 1350], HP decreased [18.000 - 15.000] -T3 Catapult AOE increased [96 - 160],burst increased[20 - 32] -Katyusha now shots missile 90% guided,Damage vs hlt,punisher and guardian =450 -T3 Karganeth Added banisher rocket on head, and a third weapond that shots eradicator weapon antiair. Main karganeth weapond no longer shots vs air.those 2 new weapons force karganeth be 500m more expensive -T4 Megatron now got 2 new weapons, 1 in head and other heavy aa. Main weapon no longer will shot air -Core t2 shield can be morphed to t3 shield -Arm t2 shield can be morphed to t3 shield -Devastator[hero] health increased, size reduced 1/2 -Arm and Core t2 fighters energy cost reduced 1/2 -Added floater=1; tag to t1 antinukes, now they can be build on water -New t2 hover to core and arm, land plant and NS Plant -T2 hover constructor can build same as t2 submarine, they are able to build floating advanced fusion -New floating shields to both sides -New floating nanos to both sides -New t2 hover units {about 16} to both sides -New t3 ships to both sides -Now research lab can float in water -T2 hover dont require Research center -Seaplanes dont require Research Center -All Ship units are now in 1 lab, now all used to be in t2 lab but its theyr normal lab -t1 ships are free, to enable t2 constructor ship u need tech 3, means u need morph your Research center 2 times -T2 ships requires tech 4 in ur RC -Now to morph to tech 2 requires 1000 metal less so = [1000metal , 10.000energy] that makes the tech 2 to 3 1k metal expensive kudos to zwzsg to made me good gadgets also: Thanks for all moddevs DeadnightWarrior for script support and unit creation like jurgen[his own unit], Overkill,Lurker, for helping me resolving stuffs, TheFatControler to gime rights to make a mutator of his mod and helping me too doing stuff. OptimusPrime,Azaremoth for model 3d Of Final Frontier Mod, and thanks for players Kylost,Riedel,Nixtux,TGI, For Test.thanks u all for made this posible. ]]>
2010.03.07 - 03:36:15 <![CDATA[Small Pass v4]]> http://spring.jobjol.nl/show_file.php?id=2545 category: maps
description:
(Derived from Small Divide Remake) Long story short, gota wanted a version of small divide that would block kbots from climbing over the mountains. This is it. Eventually, if the lua gets implemented in further versions, users will be able to specify the height ranges. Comes with all the trimmings, fog/day/night/snow/inverted/etc, 2 complete featuresets depending on the weather conditions, etc. The metal layout is almost exactly the same as the small divide remake. The heightmap is mostly the same. I highly doubt that the changes to either will be noticed. The middle should be a bit more difficult to porc than the original small divide.]]>
2010.03.05 - 22:49:22 <![CDATA[Advanced BA v1.59 for BA 7.12]]> http://spring.jobjol.nl/show_file.php?id=2544 category: mods
description:
change log v1.59 -Now using Balanced Annihilation 7.12 for base mod -\"Chicken Defense\" mode updated to BA Chicken Defense 2.10 -Units that dealt special damage to chickens in v1.57 and didn\'t in v1.58 now do it again -Fixed some glitches that occured while transition from BA7.01->BA7.11 base, and made none when changing from BA7.11->BA7.12 -Added corpses definition for all Tx.5 units that used the Tx corpse definitions -ARM Sharpshooter got it\'s T2.5 version, Ghost Assassin (doesn\'t decloack on fire! Use seismic detectors for this one) -CORE Can got it\'s T2.5 version, Rolling Can -CORE Gladiator sight range increased to 420 -reduced jump reload time for all units that can jump -Some of the Tx.5 units got renamed from the usual pattern of \"Upgraded/Advanced [Unitname]\" to more adequate names -Some weapon conflicts fixed -ARM Long Tom & CORE Venom laser tuned down range and damage -ARM Taipan cloak cost increased and cloak cost while moving decreased, E production & storage decreased -CORE Totalitarian weapon damage and blast radius slightly reduced, barrel length doubled to look more artillery like -ARM Crabe, M cost reduced, E cost increased, cannon range increased, rockets reduced damage and reload time -Commanders gain 150 radar range bonus per level instead of 100 -small tweaks in ARM Cavalier model and script -ARM Pitbull (T2.5 tank) health and weapon damage slightly increased -ARM Vulcan & CORE Buzzsaw (both T2 and T3) reload time slightly increased -ARM Adv. Guardian & CORE Adv. Punisher E cost both reduced by 5000 -ARM EMP Bertha & CORE EMP Intimidator weapon blast range reduced (1114 -> 714), reload time reduced to 75 sec, paralyze damage increased to 44000 -ARM Praetorian fires a burst of 8x3 projectiles instead of 11x2 -CORE Super Krogoth fires 7 projectiles simultaneously from main cannon instead a burst of 8, reload time slightly increased -CORE Small Krogoth fires 3 projectiles simultaneously from main cannon instead a burst of 3, spread slightly reduced -CORE Jurgen\'s Roach kick fixed and now can\'t kick and selfpwn in shallow water -COB fix: CORE Crab & Gladiator, improved aiming, Crab also got a small model fix -ARM Ratastrophe made somewhat stronger, CORE Grimani made somewhat weaker but faster, both units are now flamethrowers by armor class -CORE Slicer made slightly more expensive -added ground track trails for many vehicles that didn\'t leave them -CORE MegaTron missile range reduced to 930, reload time increased to 0.2 and default damage increased to 200, build time reduced to 280609, added Karganeth\'s AA missiles (just for the looks) -ARM Mega Razorback weapon range reduced to 720, reload time increased to 0.1, default damage increased to 230, M cost increased to 26577 -increased maxslope for T1.5 and T3 mexes to be equal to T1 and T2 ones, now can be built on rougher terrain -ARM Small shield incorrect wreckage fixed -CORE Humle weapon changed from Goliath to Reaper, and adjusted cost to match a hovering Reaper version -ARM Tankanotor weapon range issues fixed Quick list of differences from BA 7.12: ARM and CORE commanders now have 5000 health, D-gun can\'t kill other Com with 1 shoot, 2 needed as minimum (better for front players), self destruction countdown is now 20 sec and has wider effect range. Commanders can also be upgraded into more advanced forms depending on their experience. With each level commanders gain: more laser range and damage, more radar, sonar and sight range, more health and faster build rate, some additional minor enhancements and abilities, details in \"\\DOCS\\Commander description.txt\" inside the mod archive. T1 Air trasnports are now half as manuverable, in order to discourage combombing and to make comnaping more difficult. All T1 construction units (except naval) can build some new buildings: -Pocket Fusion - produces 115/125E (ARM/CORE), 500 storage -Architecture center - builds all T1 and T1.5 constructors (Ops Centre builder aircraft, Resource managment aircraft, helper kbot, Fortification Seaplane) All T2 construction units (except naval) can additionally build: -Paralyser version of their side\'s LRPC (Long Range Plasma Cannon) Operations centre builders (Colliper/Kaluper) can only build their side\'s Operations Centre (but can be used as any other air builders) T1.5 Resource managment aircraft builds upgraded versions of windmills, metal makers and metal extractors, also a small fusion reactor and other T1 resource structures Fortification Seaplane builds various walls, gates, general terraforming (not available in \"Chicken Defense\" mode), and some heavy armored turrets as well (seaplane can\'t guard or patrol, but can assist and reclaim) Each side\'s Helper can build: -Upgraded versions of T1 defences (T1.5 defences) -Some additional defence turrets (Immolator, Gatling) -Small reflector shield T3 construction KBots can build T2 kbot stuff and additionally: -T4 assault mech/spider -Beam version of the Annihilator/Doomsday Machine (Obliterator/Apocalypse Machine), replaces Anni/DDM -Upgraded Long-range Anti-Air defence (Cadmium/Shrieker), replaces LRAA -Advanced fusion reactor Each side\'s T2 construction subs can build T3 shipyards which feature: -Super Battleship (has many cannons, and long weapon range) -Command carrier (launches a medium-low yield nuke, quad air repair bays, long range radar) -Tactical Nuclear Submarine (launches a medium yield nuke, heavy and antisub torpedoes) Each side\'s Construction hevercraft can build Advanced Hovercraft Labs which feature a Adv. Construction hovercraft and 6 new heavy hovercraft Operations Centre can build all of it\'s side\'s construction aircrafts among them the T3 air builder which can build: -Anti-matter Reactor -T3 metal maker -Long range nanotower -T3 LRPC -T3 rapid fire LRPC -Nuclear LRPC -T3 high energy tachyon weapon -Long range shield -T4 gantry (builds supersized versions of some T3 assault mechs) -Star dock (builds flying super ships) -T4 assault mech/spider -T3 metal extractor All upgraded versions of plants (Tx.5) can build same units as regular version with some units being upgraded, as well as some additional units. Tx.5 plants have more health, build 20% faster than their regular version and cost more resources. All units and structures that have an upgraded version can be upgraded into their respective upgraded version. Upgrading costs are equal to the cost difference in resources between regular and upgraded version. More advanced buildings and structures take longer to upgrade. For mobile units, a Tx.5 factory of their type is required for upgrading (for a T1 vehicle a T1.5 vehicle plant is required). Upgraded version of units/structures feature any combination of the following: -More health -More damage -Longer weapon range -Faster reload time -Faster movement -Faster build speed Best way to check if a unit/structure has an upgrade is to click on it and see if it has the upgrade button in ordermenu. Original by [xXx]Senna revised by Deadnight Warrior I thank all players, specially SgtPepper, for their comments and balancing tips. Moddevs Overkill, Lurker and specially zwzsg for scripting and moding help. OptimusPrime, Azaremoth for Final Frontier stuff and all people whose 3D models and units I\'ve used. Beta testers Kylost, Riedel, nixtux, romulous, TGI and everybody not on the list for making this possible. And of course thanks to TheFatController and the whole BA moddev team for providing us with an excellent base for our work.]]>
2010.03.03 - 21:27:30 <![CDATA[Cratermap beta v1]]> http://spring.jobjol.nl/show_file.php?id=2543 category: maps
description:
Cratermap, still beta, By BA_Baracus]]>
2010.03.01 - 00:47:17 <![CDATA[DeltaSiegeDry_Fixed]]> http://spring.jobjol.nl/show_file.php?id=2542 category: maps
description:
scanlines fixed and typemap removed: no more spikes/unpassable terrain after explosions.]]>
2010.02.28 - 21:40:37 <![CDATA[Mega Annihilation v9.0]]> http://spring.jobjol.nl/show_file.php?id=2541 category: mods
description:
=========================)Mega Annihilation v9.0(========================== FiXES: MARS tank is removed.(causing sync errors) changed costs up for destroyer tank,sa3,lvl4 builders ===============)CREDITS(==================== Mod idea : Razorblade CEG Artist : [lol]Dot Testing : Elias , [lol]Dot , Razorblade ]]>
2010.02.28 - 21:27:41 <![CDATA[GreenStress V3]]> http://spring.jobjol.nl/show_file.php?id=2540 category: maps
description:
New greenstress map All stuff from dds special v17 plus; -Small catapult aoe increased[76 - 196], Burst increased [12 - 16], Buildtime reduced -Medium vanguard Buildtime reduced -Fixed Legendary Rockets -reduced ARM,CORE emp bertha and intimidator aoe[1114 - 890], Emp Time reduced [25 - 18] -Fixed weapons texture missing with devastator -T3 Vanguard Range Increased [1150 - 1350], HP decreased [18.000 - 15.000] -T3 Catapult AOE increased [96 - 160],burst increased[20 - 32] -Katyusha now shots missile 90% guided,Damage vs hlt,punisher and guardian =450 -T3 Karganeth Added banisher rocket on head, and a third weapond that shots eradicator weapon antiair. Main karganeth weapond no longer shots vs air.those 2 new weapons force karganeth be 500m more expensive -T4 Megatron now got 2 new weapons, 1 in head and other heavy aa. Main weapon no longer will shot air -Core t2 shield can be morphed to t3 shield -Arm t2 shield can be morphed to t3 shield -Reduced all buildtimes from core and arm lakes have fun playing kudos to zwzsg to made me good gadgets also: Thanks for all moddevs DeadnightWarrior for script and unit support, Overkill,Lurker, for helping me resolving stuffs, TheFatControler to gime rights to make a mutator of his mod and helping me too doing stuff. OptimusPrime,Azaremoth for model 3d Of Final Frontier Mod, and thanks for players Kylost,Riedel,Nixtux,TGI, For Test.thanks u all for made this posible. ]]>
2010.02.27 - 18:07:02 <![CDATA[Vittra_v1]]> http://spring.jobjol.nl/show_file.php?id=2539 category: maps
description:
Vittra_v1, 1v1 or 2v2 small tournament map. By [teh]Beherith mysterme at gmail dot com Trees by SirArtturi, thanks!]]>
2010.02.27 - 16:30:25 <![CDATA[Claymore_v2]]> http://spring.jobjol.nl/show_file.php?id=2538 category: maps
description:
Claymore v2, FFA map for 5, 10 or 15 players. By [teh]Beherith, mysterme at gmail dot com. Trees by SirArtturi Size is 24*24 Changes: Non solid archive Super shallow water all around (no buildings in it, yet units can move there. Lighter shadows.]]>
2010.02.27 - 02:35:33 <![CDATA[BA Chicken Defense V2.10 (BA712)]]> http://spring.jobjol.nl/show_file.php?id=2536 category: mods
description:
[color=yellow][size=18]Requires Balanced Annihilation 7.12 to play! BA712.sd7 to sync[/size][/color] [color=white][u]Changelog 2.10 (BA712)[/u] - Updated BA version. - Improved Queen behaviour. - Queen now spawns a few 'Queen Hatchlings' each wave. - Quite a few more chicken AI tweaks. - Made the final wave before queen a little less insane to allow prep time. - Lowered AA damage on a few chickens. - Increased Alpha Cockatrice HP a bit. - Hopefully fixed issues with chicken team getting a visible BA commander sometimes. [/color] For the original Chicken Defense please visit http://caspring.org]]>
2010.02.24 - 23:37:11 <![CDATA[Waut, this video sucks]]> http://spring.jobjol.nl/show_file.php?id=2534 category: Media
description:
Babbles is a proven cheater]]>
2010.02.23 - 22:44:31 <![CDATA[Mega Annihilation V7.5 AAi9 cfg file]]> http://spring.jobjol.nl/show_file.php?id=2532 category: AI bots
description:
unpack this in the spring\\ai\\skirmish\\AAi\\0.9\\cfg\\mod folder]]>
2010.02.22 - 01:53:59 <![CDATA[Balanced Annihilation V7.12]]> http://spring.jobjol.nl/show_file.php?id=2528 category: mods
description:
[color=white][size=18]Changelog[/size] 7.11 --> 7.12 - Added more new load screens. - Modified the brick texture on arm buildings to look less like 20th century house bricks. - Fixed Core SAM script issue. - Fixed Ghostsite widget, now does not redraw all ghosted buildings. - Fixed RedUI console bugs. - Fixed Ally Resource Bars widget in spectator mode showing the wrong teams. - LUPS should no longer draw effects on fusions under construction. - LUPS shockwave effect now used a bit less. - Turning off Lups Manager widget now also turns off the Shockwaves and Napalm Jitter gadget effects. - FFA mode will now remove commanders from players who drop in the first minute with no comwreck. - Healthbars widget now disables the engine ressurect bars. - Healthbars widget modified the EMP effect. - Improved Arm bomber effects. - Fixed Arm and Core seaplane bomber effects. - Arm Thunder bomb damage increased approx 10%. - Core Shadow bomb damage increased approx 10%. - T1 air transports may now release damaged units when destroyed provided they\'re close to the ground (mid-unload only). - Arm FatBoy weapon given minor impulse effect. - Arm Bulldog should not try to target air units anymore. - Core Reaper should not try to target air units anymore. - Arm Vanguard Range decreased 100, heightboostfactor increased (bonus range from high ground to low ground). - Core Karganeth shoulder/head weapon activated, a weak slow loading AA only version of their main missile (mainly for looks).[/color]]]>
2010.02.22 - 01:39:49 <![CDATA[DryDeltaSiege Special v17]]> http://spring.jobjol.nl/show_file.php?id=2527 category: maps
description:
Changes of DryDeltaSiege Special v17: -All t1 defenses no longer require tech1 -Changed helpers to tech 1 -T1 mexes now extracts metal same as ba [1.8 - 2.0] -fireball health decreased[7728 - 4528],speed decreased[0.9 - 0.72] -All commander upgraded has more buildtime.[so u will need more rez bots to repair the coms] -T1.5 arm metalextractor metalcost reduced[750 - 325], energy required increased[12 - 75] -T1.5 core metalextractor metalcost reduced[751 - 331], energy required increased[12 - 75] -Superkrog,Megatron,arm core gantry t4, and mega razorback size decreased -bg52 bomber speed decreased[11 - 8], bomber bullets size decreased -Core sam hardened and arm packo added first target category to the transports t1 and t2, increased damage vs em. They will kill trans first before other air units -Core Sam Hardened renamed to Sam Hardened Anticombomb -Arm packo renamed to Packo Anticombomb -Added new unit t3 called Jurgen [thanks to deadnightwarrior, the guy who made that unit] -Arm and Core gantry metal cost reduced -Shields size changed, fixed theyr corpses -Totalitarian damage reduced[350 - 95], energy cost increased [2642 - 32642] -T3 Macross is now an all terrain assault unit -T3 Jaguar is now an all terrain assault unit -T3 Gorilla rocket fixed -T2 Magilla rocket fixed -Added no self damage to rocket trucks, no longer they shot air -Arm and Core EMP paralizer damage increased[6750 - 44000] Energy cost reduced[340.000 - 40000] -Arm t2 advanced Nuke reloadtime increased[40 - 90] -Core t2 advanced Nuke reloadtime increased[40 - 100] -Arm Megafusion Reactor energycost increased[500.000 - 955.000] -Core Megafusion Reactor energycost increased[510.690 - 1.110.690] -Tabitha reloadtime decreased[900 - 400] -Influence reloadtime decreased[900 - 400] -fixed sounds of Tankanotor, fixed rocket missiles -fixed sounds of scorpion -Monkeylord metalcost reduced[47.000 - 27.000] -praetorian metalcost reduced[46.000 - 26.000] -Upg Eradicator damage decreased[250 - 80] -Upg Chainsaw damage decreased[340 - 90] -Arm Liche health increased[2050 - 3600], impulsefactor increased[2 - 4], damage increased[5625 - 7625] -Last RC tech time increased [30 - 300] -Helpers now can build commandos -Arm helper can build small vanguard -Core helper can build small catapult have fun playing kudos to zwzsg to made me good gadgets also: Thanks for all moddevs DeadnightWarrior for script support, Overkill,Lurker, for helping me resolving stuffs, TheFatControler to gime rights to make a mutator of his mod and helping me too doing stuff. OptimusPrime,Azaremoth for model 3d Of Final Frontier Mod, and thanks for players Kylost,Riedel,Nixtux,TGI, For Test.thanks u all for made this posible. ]]>
2010.02.20 - 06:53:54 <![CDATA[Cloak Fire State]]> http://spring.jobjol.nl/show_file.php?id=2524 category: lua widgets
description:
Sets mobile units to Hold Fire when cloaked, reverts to whatever state they were before when decloaked.]]>
2010.02.20 - 00:49:45 <![CDATA[testversion of a new map.]]> http://spring.jobjol.nl/show_file.php?id=2523 category: maps
description:
non-final version, map is suited for 1v1 - 3v3. Kbots can go through the centre, vehicles take a longer route. Feel free to leave a comment of you have played the map.]]>
2010.02.19 - 19:55:26 <![CDATA[Basically OTA 1.6beta (fix-9)]]> http://spring.jobjol.nl/show_file.php?id=2522 category: mods
description:
This will the last update I make as the mod maintainer. Future updates will be handled by the Finns, over at #BOTA. Updates for this version include: -Inclusion of BASE-OTA Content. (It should run without OTA Dependencies now.) -Removal of IceUI (it was too buggy) -Fixed Arm Cloakable Fusions -Fixed Core Goli Crush-strength 250 --> 500 -Fixed Krog Crush-strength 250 --> 1000 -Fixed Core MMs (they now 'splode like the Arm ones) -Rebalanced the naval combat, destroyers are now less OP. Increased the Usefulness of the T2 Naval units. -Arm Warriors now have the Classic OTA script (1 Cannon, 1 EMG) instead of dual EMGs. -Peewees and AKs get an HP buff -Small Tanks can no longer climb hills as well as the KBots (should lead to less flash spam) -Flash/Gator recieve a 25% hp reduction. (From 650 to 500) I think that is about it. Other changes suggested were more of a difference in opinion, and were discarded. Some problems, that still have not been fixed (due to difficulty, and lack of skill on the part of this particular maintainer) include; -Snipers still randomly suicide when firing. -Core Raider still invisible; went back to old 3DO model ]]>