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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=TA_BattleFleet</id>
	<title>TA BattleFleet - Revision history</title>
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	<updated>2026-04-21T04:00:11Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=TA_BattleFleet&amp;diff=2313&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-03-03T23:30:24Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:30, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Qrow</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=TA_BattleFleet&amp;diff=2312&amp;oldid=prev</id>
		<title>historicalinter&gt;Vongratz at 02:28, 16 September 2017</title>
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		<updated>2017-09-16T02:28:35Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{historical}} &lt;br /&gt;
&lt;br /&gt;
            == TA_BattleFleet Mod ==&lt;br /&gt;
----&lt;br /&gt;
https://www.facebook.com/rsrc.php/v3/y4/r/-PAXP-deijE.gif&lt;br /&gt;
https://scontent.fgig4-1.fna.fbcdn.net/v/t1.0-9/428074_394947210532434_1899585886_n.jpg?oh=539885d0e48f3afce05d2f3d3cd23087&amp;amp;oe=5A184B92&lt;br /&gt;
https://www.facebook.com/rsrc.php/v3/y4/r/-PAXP-deijE.gif&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For while ported from OTA TA_BattleFleet mod,to enhance &amp;lt;br&amp;gt;gameplay according&lt;br /&gt;
to Spring,and create new units &amp;lt;br&amp;gt;to balance the game.&lt;br /&gt;
&lt;br /&gt;
TA_BattleFleet was a balance mod originally done for &amp;lt;br&amp;gt;years for TA,&lt;br /&gt;
but never delivered, being developed by VonGratz.&lt;br /&gt;
&lt;br /&gt;
Link for better info:&lt;br /&gt;
&lt;br /&gt;
Mod stats in ModWeb made by Maesltrom.&lt;br /&gt;
[http://modweb.unknown-files.net/BFv1.5/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/ta_batlefleet/TA_BattleFleet_Spring.html]&lt;br /&gt;
&lt;br /&gt;
[http://www.ifilm.com/profile/VonGratz/video/2820317]&lt;br /&gt;
&lt;br /&gt;
Last version, still without limited plane fuel and ammo:&lt;br /&gt;
[http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=1927]&lt;br /&gt;
&lt;br /&gt;
Limited Fuel &amp;amp; Ammo for planes Mutator:&lt;br /&gt;
http://www.unknown-files.net/index.php?page=browse&amp;amp;dlid=1968&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Details of the first concept are as follows:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
My own view was to create something more &amp;quot;human&amp;quot;,&amp;lt;br&amp;gt; and, because this,&lt;br /&gt;
I avoided third party giant kbots&amp;lt;br&amp;gt; or super-units that could &lt;br /&gt;
destroy all the enemies, and  unfortunatelly &amp;lt;br&amp;gt;also the game balance.&lt;br /&gt;
&lt;br /&gt;
As I love air-naval battles, a large number of &amp;lt;br&amp;gt;units were created &lt;br /&gt;
or utilized from 3d party unit makers (for while).&lt;br /&gt;
&lt;br /&gt;
Ive started the OTA TA-BattleFleet years ago&amp;lt;br&amp;gt; with UH in mind,&lt;br /&gt;
IMHO, the best of balancers,but after so many &amp;lt;br&amp;gt;modifications and tests,&lt;br /&gt;
these led to a diferent concept,&amp;lt;br&amp;gt; pointing still more the &lt;br /&gt;
ARM versus CORE strategies and tactics.&lt;br /&gt;
The former utilizing more hit and run tactics&amp;lt;br&amp;gt; and attacks,&lt;br /&gt;
and the later ever a massive ,heaviest and slow war.&lt;br /&gt;
In that fashion, XTA enhanced a lot the CORE&amp;lt;br&amp;gt; carachteristics. &lt;br /&gt;
&lt;br /&gt;
Several new ship types are included, and the level&amp;lt;br&amp;gt; one is a complete set,&lt;br /&gt;
with slow and small battleships, escort carriers,&amp;lt;br&amp;gt; escorts and construction subs,these later units,inspired in TLL Race,perform &amp;lt;br&amp;gt;an incredible change to a better fighting in sea maps.&lt;br /&gt;
Other &amp;quot;special&amp;quot; units at first look can appear as redundant,&amp;lt;br&amp;gt; but the gunboats,for example, are very shalow in the water and&amp;lt;br&amp;gt; can sail where not other ships will.&lt;br /&gt;
&lt;br /&gt;
The AAI ai is very compatible with the kind of war Ive&amp;lt;br&amp;gt; dreamed to fight, full of adrenaline ,remembering for me old TA massive&amp;lt;br&amp;gt; battles, and, with Submarine authorization Ive included it in the mod&amp;lt;br&amp;gt; with new specially created files.&lt;br /&gt;
&lt;br /&gt;
Some land units are included as a test,more especifically&amp;lt;br&amp;gt; heavy tanks and vehicles, to decide after&amp;lt;br&amp;gt; what will stay there.&lt;br /&gt;
&lt;br /&gt;
About 30 units still not are finished, and some maybe&amp;lt;br&amp;gt; never will came to light, but about ten are very important to the final balance.&lt;br /&gt;
Strategic and tactic nuclear weapons are part of this mod, that will include several Nuke launchers:&lt;br /&gt;
Two subs for both sides.&lt;br /&gt;
One kbot for ARM.&lt;br /&gt;
One vehicle for CORE.&lt;br /&gt;
One low range navy attack plane for CORE.&lt;br /&gt;
&lt;br /&gt;
The balance Im looking for,not is &amp;quot;one for the A ,one for the B&amp;quot;,&amp;lt;br&amp;gt; with same caractheristics, but diferent models.&lt;br /&gt;
What Im trying to do is the inverse.   &lt;br /&gt;
If you would see the US and Soviet weapon development, several times they have radically diferent approaches.Imagine three or four diferent races.... &lt;br /&gt;
The balance Im trying to get is for example.. &lt;br /&gt;
&lt;br /&gt;
CORE NAVY have an Air Command Ship, the Fireshield, with long range AA weapons, ARM balance not was done creating a counterpart, but a long(not so long, because a plane have far better mobility) range missile plane, the SeaRavager.&lt;br /&gt;
 &lt;br /&gt;
The Leviathan, an ooolde Cavedog CORE battlesub, now a true sub, with cruising missiles (that are already shown in the original model, but not were implemented)not have an ARM counter, but ARMada now have a little ASW plane level one, not a fast torpedo seaplane to help the balance. &lt;br /&gt;
&lt;br /&gt;
Also, because the ARM philosophy of hit-and-run tactics, a new sub, the Tiburon was created as a &amp;quot;torpedo sniper&amp;quot; with very long range torps and sonar.&lt;br /&gt;
 &lt;br /&gt;
CORE will have an only missile battleship - the Nightmare, ARM a very&lt;br /&gt;
slow and vulnerable ARSENAL ship.The former was designed for naval combat,&lt;br /&gt;
the later to smash shore resistance. &lt;br /&gt;
CORE have heavier bombers for massive devastation like the Core Carnage &lt;br /&gt;
- that still needs some enhancing in weapons, ARM new planes are mainly for hit and run attacks. &lt;br /&gt;
&lt;br /&gt;
Core armored vehicles are massive, like german Tigers in WW2.&lt;br /&gt;
ARM have faster and not so well protected tanks like the COVERT.&lt;br /&gt;
A nearly all-terrain ARM anti-tank kbot will help to stand the CORE hordes.&lt;br /&gt;
All of this will be ported for free copyright models, sounds and textures in the Phase II.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LIMITED FUEL &amp;amp; AMMO SUPPLY FOR PLANES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Im testing this and Ive resolved to put the fuel/ammo limit for &lt;br /&gt;
planes not as option,but as part of the mod development. &lt;br /&gt;
I loved this style of gameplay very much.&lt;br /&gt;
Planes now have a more realistic behavior.They wait landed to be refueled when pads are full,stop attacks &lt;br /&gt;
when fuel is low,and my ammo balancing do not gave any trouble,&lt;br /&gt;
because they fire all times that are needed.&lt;br /&gt;
Now carriers and long range strategic bombers have a new role, very close to the reality.&lt;br /&gt;
Of couse the Sidedata buiding list needed changes, &lt;br /&gt;
and more builders have pads in their menus.Also two mobile pads &lt;br /&gt;
were put ingame to supply small planes. &lt;br /&gt;
I will resurect one project, a carrier-cruiser, the Convoyeur for the ARM, &lt;br /&gt;
that was planned to support planes in long range missions, &lt;br /&gt;
but in the case of TA, planes flighting all time, it not are needed. &lt;br /&gt;
Also I intend to put a landing pad in the &lt;br /&gt;
CORE Nightmare only missile battleship.&lt;br /&gt;
Future models will have landing gears that are already being tested.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MOD Pad Especifications&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
SMALL - For fighters and other little planes, that are the 2 new mobile ones. &lt;br /&gt;
&lt;br /&gt;
MEDIUM - Only for the Navies, in the carriers and floating pads, &lt;br /&gt;
to supply heavier planes (but not the last listed below) and sea-plane bombers. &lt;br /&gt;
&lt;br /&gt;
HEAVY - They are the land based pads, for long range patrol planes and bombers. &lt;br /&gt;
&lt;br /&gt;
Note that all &amp;quot;lower&amp;quot; level planes can be replenished by the &amp;quot;higher&amp;quot; level pads, but not the inverse. &lt;br /&gt;
&lt;br /&gt;
 ----&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PROJECT PHASES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;PHASE I&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
Complete the units stuff and balance the game.&lt;br /&gt;
&lt;br /&gt;
Create new textures for FOUR races.&lt;br /&gt;
&lt;br /&gt;
Create new sounds for FOUR races.&lt;br /&gt;
&lt;br /&gt;
Aircraft landing gears&lt;br /&gt;
&lt;br /&gt;
Media: http://cs.selu.edu/~ssmith/BB/files/thumbs/t_corelgversion1_834.jpg&lt;br /&gt;
&lt;br /&gt;
Media: http://cs.selu.edu/~ssmith/BB/files/thumbs/t_lgandbur_316.jpg&lt;br /&gt;
&lt;br /&gt;
Troop transports&lt;br /&gt;
Media: http://cs.selu.edu/~ssmith/BB/files/thumbs/t_concept_823.jpg&lt;br /&gt;
&lt;br /&gt;
Carriers producing airplanes.&lt;br /&gt;
Media: http://cs.selu.edu/~ssmith/BB/files/thumbs/t_new_carrier_115.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;PHASE II&amp;#039;&amp;#039;  &lt;br /&gt;
Create new races - Four at all - Their concept design and models,&lt;br /&gt;
to substitute the Cavedog ones and old models &amp;amp; units &lt;br /&gt;
from 3d party and my own made.It will utilize the gameplay, sounds &lt;br /&gt;
and textures of the above, but migrating to UVMapping.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;TO DO LIST&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
For the last TA related, now an epic version.&lt;br /&gt;
&lt;br /&gt;
Im still finishing the following for the epic version: &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039; UNITS &amp;#039;&amp;#039;___________________________&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Aircrafts&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
ARM Alkemist &lt;br /&gt;
Chemical attack low level stealth aircraft. &lt;br /&gt;
CORE HUGE ATTACK Transport. &lt;br /&gt;
Maybe a WIG, with lower speed and more payload.The wing-in-Ground effect I made by chance while testing &lt;br /&gt;
seaplanes interface subwater/air effects. &lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Ships&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
CORE Tempest armored carrier 3pad &amp;amp; airplant producing only defense planes.&lt;br /&gt;
 &lt;br /&gt;
CORE Horizon nuke sub.&lt;br /&gt;
 &lt;br /&gt;
ARM Arsenal.A slow platform to attack shores.&lt;br /&gt;
 &lt;br /&gt;
CORE Nightmare Missile Battleship with tactical nuke weapons.&lt;br /&gt;
 &lt;br /&gt;
ARM Thunderer nuke sub.&lt;br /&gt;
 &lt;br /&gt;
CORE Abyss MHD adv sub that includes subSAMs weapons.&lt;br /&gt;
 &lt;br /&gt;
ARM Heavy carrier - the biggest ship ingame.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Land &amp;amp; Amphi&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
CORE TRPTR - Troop carrier.DONE &lt;br /&gt;
ARM TRPTR - Troop carrier. &lt;br /&gt;
ARM AT-kbot. &lt;br /&gt;
ARM tactical nuke kbot . &lt;br /&gt;
CORE tactical nuke vehicle &lt;br /&gt;
New Royal panther model - Disrruptor tank. &lt;br /&gt;
ARM Dreadnought - Big attack transport hover. &lt;br /&gt;
CORE Hellfire - or Hell big hover &amp;quot;base destroyer&amp;quot;. &lt;br /&gt;
ARM Ground control vehicle - A kind of mobile base/bunker. &lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;NEW Bases&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
Only Airplants &amp;amp; Shipyards remains the same. &lt;br /&gt;
&lt;br /&gt;
CORE &amp;amp; ARM MARINERS.&lt;br /&gt;
CORE &amp;amp; ARM MARINERS NS. &lt;br /&gt;
Both sides now build hovers, amphis, Pelikan(ARM). &lt;br /&gt;
Land version can also produce some vehicles and kbots. &lt;br /&gt;
Sea version can produce also gunboats, very shalow in the water and capable for riverine ops. &lt;br /&gt;
&lt;br /&gt;
CORE &amp;amp; ARM Adv land plant - To produce all monster level units. &lt;br /&gt;
&lt;br /&gt;
CORE &amp;amp; ARM Strategic center. The only hubs. &lt;br /&gt;
Both build nukes, Antis, AA adv. &lt;br /&gt;
Will substitute the Automatic Radar Targeting. &lt;br /&gt;
&lt;br /&gt;
ARM &amp;amp; CORE landplant 1 - To produce all level one land units. &lt;br /&gt;
&lt;br /&gt;
ARM &amp;amp; CORE landplant 2 - To produce all level two land units. &lt;br /&gt;
&lt;br /&gt;
CORE Hidden Ark - Undersea secret only sub plant. &lt;br /&gt;
&lt;br /&gt;
ARM Undersea Lab - A bluebolt from the ocean. &lt;br /&gt;
&lt;br /&gt;
CORE Walls &amp;amp; ARM Fortress complex - ARM is the larger and better protected to launch raiding and flanking forces. &lt;br /&gt;
and for CORE the biggest defended walls to limit the territory conquered before the next expansion. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Builders now:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
Vehicles only for engineering production - they are faster to expand limits. &lt;br /&gt;
Kbots only for defense - They are capable to climb and build defences where vehicles cannot.&lt;br /&gt;
 &lt;br /&gt;
RESOLVE MineLaying affair.&lt;br /&gt;
Reduce types. &lt;br /&gt;
Remove minelayers. &lt;br /&gt;
Only kbot defence engineer, advcons subs &amp;amp; spyes &lt;br /&gt;
build it. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW WEAPONS, EFFECTS &amp;amp; GENERAL IMPROVEMENTS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Afterburn.&lt;br /&gt;
 &lt;br /&gt;
Gas bomb.&lt;br /&gt;
 &lt;br /&gt;
(Both above thanks to Smoth) &lt;br /&gt;
Landing gears MODELS &amp;amp; SCRIPTS &lt;br /&gt;
&lt;br /&gt;
Nuke mushroom.&lt;br /&gt;
 &lt;br /&gt;
New sounds data.&lt;br /&gt;
 &lt;br /&gt;
PULSE Active Sonar - Anti-jammer.&lt;br /&gt;
 &lt;br /&gt;
NO nano planes tag.&lt;br /&gt;
 &lt;br /&gt;
airpad limit will be removed next version?&lt;br /&gt;
 &lt;br /&gt;
WIG effect plenty of wakes.&lt;br /&gt;
 &lt;br /&gt;
Missing BuildPics - New ones still &lt;br /&gt;
not made.&lt;br /&gt;
 &lt;br /&gt;
Passable structures..will be implemented or not in next version? &lt;br /&gt;
If not, utilize Noruas solution to be finished.Its necessary to implement the &lt;br /&gt;
ARM &amp;amp; CORE defense complexes.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
TESTS ON &lt;br /&gt;
&lt;br /&gt;
Vertical bombers -  Stuka fashion - NO WAY&lt;br /&gt;
 &lt;br /&gt;
Bomb spray.&lt;br /&gt;
 &lt;br /&gt;
Schrapnel Gun.&lt;br /&gt;
 &lt;br /&gt;
Landing Gears - Done for half of the ~ 30 aircraft models.&lt;br /&gt;
&lt;br /&gt;
Vertical take-off burners Script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>historicalinter&gt;Vongratz</name></author>
	</entry>
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