Spring EngineGames

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First you need to download the Spring engine to play this game.

Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.

File Information

Title / Version XTA 9.65
License Freeware / Free
Filename xtapev965.sd7
Filesize 28.15 MB
Date 01/22/2011 - 01:11
Changed 01/27/2011 - 22:25
Publisher / Author Babbles (Uploaded by Babbles)


Latest XTA mod primarily developed by DeadnightWarrior.

Feel free to join #xta channel if you require help or want to ask questions, or visit the XTA forum: http://springrts.com/phpbb/viewforum.php?f=48


Change log  

  • Starting resources can be adjusted (this option was part of Game options but was removed in Spring 0.82 and had to be added to Mod options)
  • Non-upgradeable commanders are now on "Hold Position" by default, prevents them from wandering off into the battle, they also move in water equally fast as they do on land and have animation for when idle for longer than 25 sec
  • Commanders wear Santa hats during Advent season (needs LUPS)
  • Reduced dancing for all guided missiles, they now shoot in a marginal parabolic (arc) trajectory towards target, prevents missiles from hitting ground
  • Removed missiles bouncing off ground
  • Removed toggle rocket options for Wombat/Nixer, and stockpilabe rockets for Raven, togglable rockets are now a special mod option (off by default)
  • Heavily optimized animation scripts of all fighter planes and bombers (no longer have infinite loops that spew empty CEGs)
  • Fixed Diplomat's reloading animation
  • Added "State Reverse Toggle" widget, it allows right to left toggling of multi-state buttons like fire/move orders by right clicking
  • Added "XTA Layout" widget that arranges the default hardcoded UI in a better layout, avoid using more that one UI at the time
  • Optimized and improved all Kbot animations (only regular XTA units, not unitpacks)
  • Added custom collision volumes and better footprints and yardmaps for remaining land buildings (only regular XTA buildings, not unitpacks)
  • Fixed waterline tags for all units that had waterline>=5, an undocumented engine change, added some more custom collision volumes
  • Improved performance of "Don't Move" widget which sets pre-defined units on hold position
  • ARM Metal Maker now turns its light on/off depending on its production state
  • Increased agility of ARM Atlas and CORE Valkyrie
  • Increased turret/torso turn speed for all T1 land units and all T2 Kbots that have weapons
  • Increased Stumpy/Raider damage to non-commanders by 25%  so far Flash/Gator are still better than Stumpy/Raider if combat groups are of equal total M cost
  • Increased weapon speed of almost all lasers (except for very short range ones), they now hit their target more often and sooner
  • Jeffy/Weasel HP, M & E cost reduced to 2/3, build time reduced to 5/6, sight range increased by 54%  as proposed by several community members
  • Adjusted Jeffy/Weasel wreckage M value (39M/40M)
  • Increased LLT DPS by 23% (damage +10%, reload time -11%)
  • Reduced LLT's sight range to 580 (weapon range + 30)
  • Increased HLTs sight range to 920 (weapon range + 30)