--------- To Install & To Play -----------
The "Mission_Installer.exe" will install the needed files to play the NOTA missions.
The "spring_0.76b1.exe" will install the game engine if you need to do so.*

Tell the mission installer where your spring foler is. "C:\Program Files" will install the files in the Spring folder in "C:\Program Files"

To play the single player missions, start spring.exe and select them from the menu
The Missions use text notifications so pausing is advised in order to read mission objectives.

The Missions require these maps (which are installed for you):

Mission Name		Map
-----------------------------------------
Island Defense: 	Island in the Sun
Convoy Rescue: 		Relics-V2
Gully Onslaught: 	Deserted_Gully-v05
OperationGuillotine:	Total_Destruction

*Note: 
The Single Player Missions were designed to play on the "Spring v.76b1" Engine and balanced for NOTA v1.43.
The "Spring v.76b1" Installer has been included in case it is needed to run the Missions.
If you must install Spring v.76b1 you do not need to install any of the maps, mods, AIs, or lobbies it will ask you to install.
All you need the installer to in stall is the first option on the list "main application"

News:
A much more thorough NOTA campaign will be coming out for NOTA v1.51.

Info:
For problems, questions, or any thing else see the NOTA site page:
http://spring.clan-sy.com/wiki/NOTA

Contents of the mission installer:
base ota content
lua mission files
maps
NOTA 1.43 mod

How It installs:

If your spring folder is not called "Spring" the installe will creat a "Spring" folder in your selected directory
you will need to manually move the files if you have altered the name of the sprig folder


==================================================================
Index:
- The NOTA description "Not OTA"
- The change logs up to v1.43
- A unit description
- A previous "NOTA Game Play and Unit Description"
- Known bugs
- Recognitions



-------- Not OTA -------
NOTA is a TA themed mod designed for larger maps with things like to-scale units, fuel for
airplanes, and more. It is best know for the beautiful ships and appealing air combat.

NOTA features more strategic play, more important diversified unit types, and a slower tech / adv. econ
development.

NOTA games can be very quick, only seeing t1 units, or very long, ending with the appearance of incredible
super weapons and epic armies. 


NOTA is a TA themed mod designed for larger maps with things like to-scale units, fuel for airplanes, and more.

NOTA Web page: http://spring.clan-sy.com/wiki/NOTA

Current NOTA version is 1.51 (10-13-2008). A lot has changed since 1.43 ;)

------------ CHANGELOG ---------------------

v 1.43

-All Mobile AA damage or reload time slightly improved
-Flak accuracy improved
-Collision turned back on for fighters; they won't stack on top of each other anymore
-Heavy Bombers can now be killed by direct flak hits setting an engine on fire
-The Advanced Missile Systems on Core AA cruiser and carrier can now shoot at high altitude planes
-Core AA cruiser and carrier cost slightly increased
-Heavy Bomber AA accuracy slightly improved
-Sniper accuracy and damage to light armor increased
-Cruiser auto-heal slightly decreased
-Mobile anti-ship guns are now transportable by only heavy transports
-Flak turret turn rate reduced
-Command Centers can build floating metal makers
-Removed annoying unit halting sounds

v 1.42

-Heavy Bomber Build time increased, Machine gun damage reduced 50%
-Krogoth hit points reduced and missiles are now anti-air only, but its hand cannons are more powerful
-Air Transports no longer try to land on air pads
-Crawling Bombs can't burrow underwater anymore
-Sonar planes no longer use fuel
-Mobile light laser tower cost reduced
-Pinocchio metal cost reduced 30%
-Annihilator cost slightly increased
-Arm battle cruiser speed decreased 4%
-Sub torpedo velocity slightly increased
-Fixed goliath smoking when being built
-Valkyrie II Factory doesn't spin when building

v 1.41

-Added "Angel" High Altitude Spy Plane for ARM
-Added factories at tech level 1 for the skybus and valkyrie II infantry transports
-Skybus has two machine guns to defend itself with
-Auto heal increased for all infantry kbots
-Ship-to-Hovercraft damage decreased
-Construction hovercraft, light hovercraft, and hover tank speed increased
-Artillery hovercraft hit points increased
-Cruiser range decreased
-Missile ship damage to ships reduced
-Advanced Aircraft Plant build speed lowered
-Advanced Strategic Bomber build time lowered
-Hellfish do a bit more damage to ships
-Black Lilly now decloaks only for a moment when dropping bombs
-Improved Blade Interceptor aiming with guns, removed missile
-Fast Attack Kbots build faster, cost slightly less energy
-EMP missiles travel faster, do more EMP damage
-Crawling bomb cost decreased
-Panther speed increased
-Annihilator hit points increased
-Fuel for gunships increased
-pyro slightly improved
-increased reload time on merls and diplomats
-Arm Anti-Air Cruiser turret turn rate increased
-Fixed diplomat rockets falling short of target
-Fixed factory production speed gadget

v 1.40

-Metal output increased across the board (from 75% to 85% of BA's values)
-Fusion Power Plants available at level 1; they cost about 1300 metal and produce 300 energy. Heavy Fusion Power Plants assume the role previously held by regular fusions.
-Factories can no longer be assisted; max build speed of most factories increased
-Added button that changes factory production rate
-All wreckages now give back only 50% of the original cost
-Added Wasp Light Carrier for ARM. It is relatively inexpensive, with six air pads and decent flak defense.
-Added Shamshir Strike Carrier for CORE. It can refuel up to nine aircraft at once, and has a single cruiser plasma gun, an advanced long range anti-air missile system, and plenty of flak.
-Added Skybus Infantry Transport for ARM. It is built by lvl 2 kbot, air, and advanced nanotowers, and can carry a full squad of infantry kbots.
-Added Valkyrie Mk II Light Infantry Transport for CORE.
-Added HAK Advanced Infantry Kbot for CORE.
-Added Razorback Anti-Air Mech for ARM. It is fast enough to keep up with Raptors, and comes equipped with two high-powered mini-guns that are extremely deadly to low-flying aircraft
-Strategic bombers have much greater hit points, but are more expensive and drop less accurate bombs
-Shadows and Thunders now come equipped with tail guns
-Strategic Bombers can fly on top of each other so they don't get in each other's way on bombing runs
-Flak fires slower, but does more damage per shot
-Shadows and Thunders may take critical hits resulting in an engine fire and a premature death
-Shipyard cost reduced 40%
-Destroyers scaled down in size, range, hit points; they now cost only about 1300 metal, and are about equal to a group of six or seven hover tanks/hover artillery
-Attack Sub cost reduced by about 30%
-Torpedoes on anti-sub hovercraft and cruiser now kill subs in two hits
-Stealth fighters can now cloak
-Stealth bombers can also cloak, cost and build time increased.
-Vulcan, Buzzsaw, and Nuclear Cannon cost decreased
-Vulcan and Buzzsaw range increased
-Tanks now take more damage from rear or side hits and slightly less from frontal hits
-Nuclear missiles now launch vertically from silos
-Stunner EMP missiles have much more range, can be blocked by anti-nukes
-Nanotower metal cost reduced to 1200; energy and build time remain the same
-Nanotower repair rate decreased 50%
-Necro resurrection speed decreased 50%
-Command Center more resistant to bombs
-Napalm bombers do somewhat more damage to buildings and ships
-Kbot lab cost reduced
-Solar Collectors and Geothermals cost less energy
-Maximum Slope for all buildings increased
-Radar Towers now use 20 energy when on
-Fleas have a different laser with more damage but less range
-Flying Fortress build time increased
-Reload time on Flying Fortress bombs increased
-Heavy tank build time increased
-Stealth bomber build time increased
-Transportable turrets are now automatically set to hold position
-Toadfoot now set to loopback attack by default
-Fixed problem with certain units not firing
-Added new model for goliath
-Added LUA widgets: custom formations, buildbar, healthbars, and more


v 1.32

-Zeus, sniper, pyro, morty, fast attack kbots, and crawling bombs are all now built at the level 1 kbot 
 lab, cost and effectiveness adjusted accordingly.
-Missile ship and Rocket truck missiles have a minimum range and are no longer guided, but are more powerful 
 and are not affected by jammers
-Snipers automatically cloak when standing still.
-Crawling bombs can now burrow into the ground.
-Core freaker replaced by the Sprinteur, an armored fast attack kbot
-Arm Pods cost 40% more metal, but can now heal friendly units
-Warriors are now an advanced infantry kbot
-Mobile radar is now level 1
-stealth fighter hitpoints increased
-Removed bladewings
-Removed level 1 radar jammers
-fixed targeting problems on galacticus.

v 1.31

-spring .75 fixes
---fixed airpads
---fixed bombers
---fixed rocket trucks
-Raptor IV's can become crippled if hit by a powerful weapon
-Blade interceptor gun damage increased 30%
-Core interceptor now has a single very powerful laser weapon
-Gala's and Oddities cost less
-Rocket truck reload time decreased
-Amphibious tanks have slightly more range, but do less damage to heavy armor. 
-Sub torpedoes are now guided
-Subs no longer chase land units
-Anti-sub hovercraft doesn't kill itself on land anymore
-Cruiser anti-sub range reduced
-Mavericks no longer anti-armor, auto heal improved
-Cans put in heavy armor class
-Core supergun has a scatter shot weapon
-Ship auto heal takes less time to kick in, but is slightly slower
-Nanotower reclaim speed 1/3 of default value
-Bases can't capture anymore
-Nuclear explosions changed to be less laggy
-Collision Spheres on some units adjusted
-Enemy units no longer transportable
-Gauss/railgun projectiles changed
-Some build pics improved

v 1.30

-New weapon and explosion effects
	-many all new fx
	-animations borrowed out of CA
	-Thank you CA we love you
-Naval combat overhaul:
	-added cruisers and anti-air cruisers
	-destroyers scaled down, made cheaper
	-auto heal on all ships greatly increased
	-ship wreckage now gives only 50% of original cost
	-electronic warfare ships can jam radar
	-subs now have guided anti-sub torpedoes
	-sub torpedo velocity increased
	-Arm missile destroyer cost reduced
	-capital ship energy cost increased
	-seaplane platform 40% cheaper, worker time increased
	-seaplane torpedo turn rate increased, kills subs in one pass
	-sonar plane now built at seaplane platform
	-bertha/intimidator bonus damage to ships eliminated
	-Anti-sub hovercraft faster
- Economy
	-Metal extractor output increased - produces 75% of BA
	-Moho mines cost more, but produce more - 75% of BA
	-Metal maker output increased

-Flying Wing cost increased 35%
-Lvl 2 anti-air and missile tower firepower increased
-Zeus is much cheaper
-Warrior slower, more HP, and cheaper
-Pyro cheaper
-pelican given rockets
-Fast attack bots cost less metal, more E, and higher build time
-Krogoth can walk underwater
-Leveler cost increased 5%
-Mobile artillery reload time increased 6%
-anti-ship gun blast radius reduced
-Commander cost majorly reduced
-Heavy laser tower cost decreased
-fighters no longer killed by bomber death explosions
-snipers no longer shoot at air
-core crawling bomb no longer cloakable
-Stealth bomber no longer has flares

-- v1.22

--Seaplane Platforms fixed
--Added Anti-Sub Hovercraft
--Subs smaller, cheaper, and faster
--Dragons teeth smaller, can be built anywhere again.
--Sonar can now be built by construction subs + hovers, and is more expensive
--Torpedo Launchers can be built by construction subs + hovers

------v1.21
-Added "Talwar" Amphibious Assault Transport for Core
-Added "Black Lily" Stealth Bomber for Core
-Added Commanders. They are a powerful late game unit that can build defenses anywhere.
-Added "Osprey" Heavy Interceptor for Core.
-Added level 1 mini radar jammers. Their primary purpose is to jam guided ballistic missiles. Regular jammers moved
 back to level 2.
-Added Core truck ground transport/mobile air pad. Built at the advanced vehicle plant.
-New weapon effects for many of the weapons, including plasma weapons, napalm, and nukes.
-Core Dominator Rocket Kbot changed back to a normal artillery role (instead of having guided ballistic missiles).
-Plasma battery cost reduced by 10%
-Rocket kbot firepower increased by 10%
-Hammer/Thud Artillery kbot firepower increased by 10%
-Construction sub repair/reclaim speed reduced
-Seaplane platforms now built on ocean floor
-new unit icons added

----v1.2

-Added seaplanes. They are faster and lighter than normal planes, ideal for hit and run attacks. They can be 
  repaired and refueled at special underwater support stations built by the construction sub.
-Heavy tank balance reworked to prevent late game spamming. They are now more vulnerable to aircraft and anti-armor 
  weapons like rockets, gauss cannons, and high energy lasers.
-Level 2 Vehicle Rocket Launchers now fire long range ballistic missiles similar to those on missile ships. These 
  units are somewhat similar to mobile anti-ship guns in terms of size, cost, and other stats, but have greater 
  range and near-perfect accuracy, making them perfect for picking apart enemy defenses. Like ship missiles, they 
  can be jammed by radar jammers and electronic warfare ships.
-Units with heavy armor (includes heavy tanks, cans, sumos, crabes, etc.) are more resistant to lighter weapons, as 
  well as high-area-of-effect, low damage weapons such as light artillery and plasma cannons.
-Most Kbots are substantially more cost-effective. Changes include:
	-infantry kbot HP increased by 15%
	-rocket kbot damage slightly increased
	-thud/hammer dps increased by 20%
	-anti-air kbot cost decreased
-Sonar ranges on most units including subs, destroyers, and airborne sonar have been decreased.
-Attack subs now have the ability to passively detect moving ships outside of their sonar range. 
-Stealth fighter flare efficiency, reload time improved; they now have a 60% chance of dodging any incoming missiles.
-Arm Spider and Drone now built at the Kbot factory
-Flash given significant firepower increase, especially against light units.
-Moho mines cost less metal, but more energy.
-Metal extractor hit points reduced; strategic bombers can now destroy them in one pass.
-Plasma weapons do increased damage to light units and buildings.
-Hellfish cost increased by 15%
-Flying Wing laser damage increased by 20%
-Brawler accuracy, damage to light units increased
-Gunship hit points reduced by about 12%
-antinuke effectiveness reduced; launching 3 nukes simultaneously is now enough to get one through.
-Core Black Hydra Battleship damage slightly increased, cost slightly decreased.
-Panther cost decreased by 5%, build time decreased greatly (it was much higher than it should have been)
-hover tanks no longer lose accuracy when moving
-air scout radar range reduced
-bladewing cost slightly reduced
-Seahook heavy lifter added for Core level 2 transport
-new unit icons for certain defenses like lrpc's and doomsday machines/annihilators
-planes now land directly on air pads, rather than in the air above them
-various small visual fixes

----v1.11

-added specialized level 2 construction towers- they give a player access to advanced resource 
buildings earlier in the game and one type of level 2 factory of player's choice.
-Arm Panther stealth tanks and Core Reaper heavy tanks now level 1, cost and effectiveness 
adjusted accordingly
-New unit icons for scouts and toadfoot fighter-bombers
-vehicle radar jammers now level 1
-increased toadfoot energy cost, build time, rocket weapon fuel usage
-Scout cars faster, better at scouting, laser damage decreased
-bulldog, reaper firepower increased by 20%
-Maverick cost increased, hp slightly lowered
-decreased Monstros Pod range to 1000
-small increase in hover tank hit points
-hovercraft artillery are faster
-hovercraft transports can now carry up to 15 units
-increased advanced level 2 constructor cost by 10%
-decreased pop-up cannon cost by 10%
-moho mine cost increased
-removed Core Cougar mech and Arm Pit Viper artillery mech
-core sentry mobile flak now has correct wreckage model
-core battlecruiser wreckage size corrected
-airpad collision spheres fixed
-nanotower build ranges corrected after fix in .74b2
-flying fortress will no longer try to land on repair pads
-Core moho constructor slope tolerance fixed
-some wreckage metal values fixed

------ NOTA Game Play and Unit Description ---------

	In NOTA, the player begins the game with a stationary base rather than a commander. From
here the player can build any level 1 resource buildings, factories, and defenses.
Construction units can only build some basic resource buildings and very simple defenses.
This means that while the main base is relatively easy to defend, the player will have
to rely on his armies, airplanes, and mobile defenses to hold other parts of the map.
Additional expansion bases with the same access to defenses as the main base can be
built by constructing a nanotower.
	NOTA focuses more on level 1- advancing to level 2 is pretty expensive and usually
doesn't happen until fairly late in the game. The two main types of ground units, kbots
and vehicles, are very different from each other- vehicles are much faster and better at
raids and assaults, while kbots are slower, but better climbers, and are often more cost
effective than vehicles, but also more vulnerable to large area of effect weapons, especially
from planes. An important concept to understand in NOTA is armor. While a light laser
or EMG is devastating to lighter units such as all level 1 kbots and most level 1 vehicles,
it will have trouble penetrating thicker armor like that found on medium tanks, and will
be almost completely ineffective against very heavy armor like that found on heavy tanks.
Thus, as the game progresses, light tanks(flashes and instigators) and infantry(peewees
and ak's), among others, will become less useful as heavier units show up on the battlefield,
and should be phased out in favor of units whose weapons can penetrate armor(e.g. medium
tanks and rocket kbots).
	A combined arms approach to combat is absolutely necessary to be successful in 
NOTA. Your armies should be supported, both on offense and defense, by a strong and capable
air force. Relying purely on mobile ground based anti-air is never cost-effective and a
sure path to defeat. Use fighters to protect your forces from enemy aircraft, while using
your own ground attack aircraft like the Arm Hellfish or Core Vashp to support your armies
in battle. Mobile Ground based AA is expensive, and should be used sparingly. Missile
launchers are good against enemy fighters, while mobile flak is best against slower-moving
planes like bombers. Flak is also the only ground weapon capable of firing on high-altitude
strategic bombers. Bases have little to worry about from most enemy aircraft, thanks to
missile towers, which are more than capable of destroying any low altitude planes. However,
strategic bombers are a significant threat and should be protected against with a mixture
of flak and fighters.
	Later in the game, when you are ready to advance to level 2, you will usually have to make
a choice on which type of units to advance to. There are four specialized level 2 nanotowers, each
of which allows you to build a specific kind of level 2 unit as well as fusions and other advanced
resource buildings. These are Vehicles, Kbots, Aircraft, and Defense. Vehicles have heavy tanks,
good for bulldozing through enemy bases, advanced anti-air, and long range heavy rocket trucks,
extremely powerful units that can outrage and destroy base defenses with powerful, guided ballistic
missiles. While vehicles are generally good for assaulting bases, kbots are better suited for 
destroying enemy armies. Units like the can, morty, maverick, and zeus are great against opposing
armies but lack the combination of speed and armor necessary for a good assault unit. The Level 2 
aircraft plant allows you to build several powerful units including the stealth fighter for air
superiority, the gunship for short range base defense, and the napalm bomber or flying wing, depending
on your side. The defense nanotower allows construction of advanced defenses like doomsday machines,
annihilators, long range plasma cannons, nuclear cannons, and nuclear missiles is also an 
advanced level 2 nanotower that allows you to build all of the above plus very advanced units like
pod factories, krogoth gantries, and orbital lasers.

Ships
--------------------------------------------------------------------------------------------
The Arm and the Core have opposing philosophies when it comes to ships. The Arm subscribe to
the philosophy of "if it's dead, it can't hurt you" while the Core believe "if it can't 
hurt you, it's as good as dead." In other words, Arm ships tend to have better firepower
while Core ships are usually better armored.

-----------------------------------
ARM Ships

Excalibur Destroyer
Role: Escort
Armament: 2 light plasma cannons, 2 anti-air flak, 1 SAM launcher,
2 anti-sub torpedo launchers

Description: Equipped with sonar and anti-sub guided torpedoes, destroyers are a sub's worst
nightmare. Although hopelessly out-gunned by larger ships, they are nonetheless a vital part
of any fleet, providing protection from enemy subs and air.  Destroyers are also an effective
early game unit, capable of dispatching large numbers of enemy hovercraft while wreaking havoc
on enemy holdings around the map.

Electronic Warfare Destroyer
Role: Escort
Armament: 1 light plasma cannon, 2 anti-air flak

Description: A variant of the standard destroyer with all the anti-sub gear, SAM launcher,
and rear gun removed to make room for a powerful suite of electronic jamming arrays capable
of interfering with the guidance systems of enemy ship-to-ship missiles, causing them to lose
their target and veer harmlessly off course. These destroyers are the perfect defense against 
enemy missile ships. They also have the advantage of jamming enemy radar systems.

Conquistador Railgun Cruiser
Role: Cruiser
Armament: 4 railguns, sam, 2 anti-air flak, torpedo launcher

Description: Cruisers are designed to operate independently.  The conquistador's high velocity rail guns
out range and out gun smaller ships such as destroyers, while their good speed, decent anti-air, and adequate
anti-sub defense allows them to fend off other attacks.  Their anti-sub abilities allow them to attack
underwater metal extractors.  Cruisers are also quite tough, and can repair whatever damage they have
taken if left alone for a short period of time.

Taiko Anti-Air Cruiser
Role: Anti-Air
Armament: 4 rapid fire flak guns, 1 anti-air machine gun, 3 light point defense lasers

Description: The anti-air cruiser is a varient of the Conquistador railgun cruiser with the main guns
replaced by four large anti-air flak cannons.  It has 3 light point defense lasers for dealing with
hovercraft, and a single machine gun.


Tiburon Attack Sub
Role: Hunter-Killer
Armament: 3 anti-ship torpedo launchers

Description: Stealth is a sub's greatest strength. If used wisely, they can be a devastating force,
eliminating enemy underwater metal extractors and any targets of opportunity not protected by destroyers. 
Subs can usually detect enemy ships before the ships can detect them. Use this to keep their presence 
hidden and unknown until the moment is right to strike. Destroyers will make short work of a sub, 
if they can find it, and sonar planes working with torpedo bombers can also be a significant threat.

Rogue Missile Destroyer 
Role: Missile Platform
Armament: Long Range Guided Ballistic Missile Launcher, 1 very light plasma cannon, 1 anti-air chaingun, 
1 SAM launcher

Description: The Rogue Missile Destroyer is built around its guided missile weapon system. Capable 
of eliminating faraway targets with deadly precision, the missile destroyer excels in either a shore 
bombardment or anti-ship role.  The ship's heavy firepower comes at a cost, however. It is slow and weak, 
and has no real alternatives to its missiles should the enemy be capable of jamming them.

Conqueror Battlecruiser
Role: Capital Ship
Armament: 3 very heavy plasma cannons, 2 anti-air flak, 1 anti-air chaingun

Description: Often found at the center of ARM strike fleets, the Conqueror is a superb ship and an 
excellent example of ARM engineering. With firepower and range on par with any battleship, the 
Conqueror maintains its high speed and relatively low cost at the expense of heavier armor. 

Sea Dragon Battleship
Role: Capital Ship
Armament: 1 Super Heavy Plasma Cannon, 4 heavy plasma cannons, 8 anti-air flak

Description: The ultimate ship-of-the-line. With extraordinarily heavy armor and firepower, the 
Sea Dragon's only weaknesses lie in its excruciatingly slow speed and exorbitant cost.

----------------------------------------

CORE Ships

Enforcer Destroyer
Role: Escort
Armament: 2 light plasma cannons, 2 anti-air flak, 1 SAM launcher, 2 anti-sub torpedo launchers

Description: Equipped with sonar and anti-sub guided torpedos, destroyers are a sub's worst nightmare. 
Although hopelessly out gunned by larger ships, they are nonetheless a vital part of any fleet, providing 
protection from enemy subs and air.  Destroyers are also an effective early game unit, capable of dispatching 
large numbers of enemy hovercraft while wreaking havoc on enemy holdings around the map.

Electronic Warfare Destroyer
Role: Escort
Armament: 1 light plasma cannon, 2 anti-air flak

Description: A variant of the standard destroyer with all the anti-sub gear, SAM, and rear gun removed to 
make room for a powerful suite of electronic jamming arrays capable of interfering with the guidance systems 
of enemy ship-to-ship missiles, causing them to lose their target and veer harmlessly off course. These 
destroyers are the perfect defense against enemy missile ships. They also have the advantage of being 
undetectable on enemy radar systems.

Talwar Amphibious Assault Transport
Role: Amphibious Assault
Armament: 1 rocket launcher, 1 SAM launcher

Description: The Talwar is a relatively new addition to the Core navy, designed to conduct and support amphibious
operations. In addition to its ability to quickly transport large amounts of ground troops, it has two air pads
to repair and refuel supporting aircraft, and a rocket launcher and SAM for self-defense and fire support.

Executioner Cruiser
Role: Cruiser
Armament: 3 medium plasma cannons, 1 SAM launcher, 2 anti-air flak, 2 light anti-sub torpedo launchers

Description: A cruiser is a lot like a tougher version of the destroyer, with less focus on escort duties, and
more focus on ship to ship combat.  It has 3 medium plasma cannons instead of the two light cannons of the
destroyer, but inferior anti-sub weaponry.  They still can't stand up against big capital ships though, so
they shouldn't be brought into a fight without other support.  Cruisers are also unique in that they have a
much higher rate of auto heal than other ships.  The auto heal takes a minute to kick in, but once it does it
repairs the ship rather quickly.  The core executioner cruiser has a single repair pad in the back that allows it
to refuel fighters and other small planes.

Equalizer Anti-Air Cruiser
Role: Anti-Air
Armament: 1 medium plasma cannon, 1 long range SAM, 2 SAM launchers, 1 rapid flak cannon, 2 flak cannons, 2 anti-air machine guns

Description: The Equalizer's main anti-air weapons are its surface to air missiles.  The vertical launched missiles
in the back have much greater range than normal surface to air missiles do, and the two sams in the front are also very
devastating.

Deep Authority Attack Sub
Role: Hunter-Killer
Armament: 3 anti-ship torpedo launchers

Description: Stealth is a sub's greatest strength. If used wisely, they can be a devastating force, 
eliminating enemy underwater metal extractors and any targets of opportunity not protected by destroyers. 
Subs can usually detect enemy ships before the ships can detect them. Use this to keep their presence hidden 
and unknown until the moment is right to strike. Destroyers will make short work of a sub, if they can find it,
and sonar planes working with torpedo bombers can also be a significant threat.

Vanquisher Missile Cruiser 
Role: Missile Cruiser
Armament: Long Range Guided Ballistic Missile Launcher, 1 heavy plasma cannon, 1 light plasma cannon, 2 anti-air flak

Description: Unlike the ARM missile ship, the Vanquisher is a fully-fledged cruiser, more than capable of 
operating independently. However, it is also much more expensive than its ARM counterpart, while offering 
only nominal improvements when used exclusively for its missile-launching capability. A wise commander will 
know when to close with the enemy to take advantage of the respectable firepower offered by its two plasma 
cannons, and when to keep a safe distance.

Inquisitor Battlecruiser
Role: Capital Ship
Armament: 2 Heavy Plasma Cannons, 3 Light Plasma Cannons, 1 Anti-Air Flak

Description: The Core battlecruiser was born out of a recognition among the Core admiralty of the need for a 
faster, more affordable alternative to the battleship. The Inquisitor is just that. Boasting the best armor 
in its class, it has been known to survive extraordinarily heavy beatings that would easily have demolished 
any lesser ship. Unfortunately, that armor comes at the expense of higher caliber guns. The Inquisitor also 
lacks sufficient anti-air capability, and as such must rely almost entirely upon destroyer escorts or friendly 
aircraft for protection from enemy torpedo bombers.

Black Hydra Battleship
Role: Capital Ship
Armament: 1 Heavy Laser Cannon, 1 Heavy Multiple Rocket Launcher, 3 Medium Plasma Cannons, 10 Anti-Air Flak

Description: A Black Hydra in combat is a truly awe-inspiring sight. Its primary weapon is a powerful laser 
cannon capable of slicing through lighter ships in a matter of seconds. The Black Hydra is marginally faster 
and cheaper than the ARM battleship, but not as well armored.



General Ship-map Strategy

Early Game: The goal of the early game on water maps is the same as on land: expansion. Get as many metal 
extractors up and running as possible while limiting your opponent's ability to do the same. Most of the time 
hovercraft are the way to go, as they allow you to quickly expand to other islands. As you're expanding your 
economy, you should constantly be pumping out hover tanks to attack your opponent's constructors and extractors 
while protecting your own. Once your economy is able to support it, you will want to build a new factory- 
either an aircraft plant or shipyard. Which you choose should depend on the size of the map and the location 
of resources- if most of the metal is underwater, getting a shipyard first may be a good idea, though you will 
still want to get an aircraft plant fairly soon while building additional anti-air hovercraft in the meantime. 
Allowing an enemy uncontested rule of the skies for any length of time is a very bad idea. Conversely, if you 
get airplanes first you will still be needing ships for their staying power.

Later Game: At this time, ships begin to supplant hovercraft as the dominant unit. The first ship out of your 
shipyard should be a construction sub. They're cheap and useful not only for building underwater mexes but 
also for repairing your ships and reclaiming wreckage. Your second ship should usually be a destroyer. Besides 
being the cheapest combat ship available, they're fast, they're perfect hovercraft killers, and they have good 
anti-air. In other words, at this point in the game, destroyers have almost nothing to fear, and can attack 
enemy holdings with absolute impunity. Don't be too aggressive though, as your enemy will undoubtedly have or 
be close to having his own destroyer, and losing a ship in enemy waters is much worse than losing it in 
friendly territory. After your first destroyer, what ship you get should depend on the circumstances. If enemy 
aircraft are presenting a problem, another destroyer may be a good idea. If your scouts (and you should be 
scouting)  show that your enemy is building a missile ship, get an electronic warfare ship. If your enemy is 
building mostly destroyers, build a battlecruiser. On the other hand, if he is not bothering with destroyers, 
get subs. 


------ Known Bugs ------

-Underwater Seaplane Bases have footprints too small for the model. This is so ships will not get stuck on them.
-bombers and hellfish do not shoot back at fighters once they have used all their fuel


------ Recognitions ------

Units from...

- Terror Maps and Units -
- TA Arsenal Network -
- Cypernetic Concept Industries -
- TA Research and Development -
- TA-Power -
- I-TAZ -
- Arm and Core unit Training -
- M3g -
- TA forever -
- Complete Annihilation -
- Mutual Assured Destruction TA -
- Creation Matrix Units -
- Core Prime -
- Shensi Design -
- TA-Designers -

Thanks to Smoth's effects package for the weapon effects used by the lance interceptor.
Many other FX from Complete Annihilation

Readme and SP mission pack updated and improved by 123v

mod by thor and cake, load-screens by quanto

