Joined: 24 Feb 2005, 02:58 Location: In Alaska Bridge to nowhere land.
Raar for all of the animations so no more lollerskates in xta! and Deadnight Warrior for fixing the lua to help contribute to Xta 9.1! And Braindamage lalala ------------------- Change Log of XTA v9.61 (0.80.0.0 and next version) ------------------ by Noruas Added Raar animation updates. Most notable are smoother krogoth animation, better legs for fark, mice move fantastic visually now. Sumo is awesome again.
Added a new super nuke, that is only seen by core nuke. Added Optimized Anti-Nuke effect, aka removes the removes the explosion saving particles. Fixed some of the Invisible Particles that were still rendered. Fixed Cpu lag when Doomsday machine was close to being finished. Fixed Anti Air tech 2 ships from being immune to subs, as well as amphibious boats. Reduced Chance of surviving commander from dgunning another greatly. Nothing you should be hoping on.
below is all of this is subject to change Buffed Arm Inflitrator and Core Parasite from an average of 300 line of sight to 500, nerfed the cloak cost in half, and can force decloak units in 300 range.//subject to force decloak Arm Inflitrator spy kbot when self Ds will paralyze, core parasite however does not. Arm Fark and Core Necro Hp and Regen Doubled. However they are more explosive. Reduced Speed of Transport hovers, fixed the core typo in transport. Hovering over decoy commanders will show commander stats. Morph Decoy will probably in the next version.//subject to change Added 10,000 metal cost to Arm Vulcan and Core Buzzsaw endgame lag toys. Doubled Accuracy of Crusader and Enforcer Arm Lurker and Core Snake level 1 subs torpedo explode with 5 times area of effect, more effective vs. scout swarms and tidal groups.version) ^all of this is subject to change ------------------ by Deadnight Warrior fixed the incorrect (UV fliped) textures on: CORE Silencer, CORE Light, Cloackable & Heavy Fusion Plant and ARM Mouse added some usefull widgets: - D-Gun Unstall: pauses all units that use energy if you E-stall and press D. Reverts to previous settings after you fire that disintegrator. - Loop Select: Press space and drag a loop with left mouse to select units of your choice - Z-Selector: Select a unit, hold Z while you drag your select box and you'll select only units of the type of the selected unit - Ally Resource Bars: see how much resources your allies have and produce - Don't Shoot: Automatically set your commander to "Hold Fire" when you cloack it, reverts to previous setting when you decloack it. Obligatory for Cloack & Run (TM) - Adv. Playerlist: A much better player/spec info than the Spring default - Defense Range: Shows weapon ranges of statical defenses (LLTs, HLTs, etc.) - Message Separator: Adds various features such as scrollable history, font size selection, and splits chat from system messages - Waypoint Dragging: lets you drag unit waypoints SupCom-style, which might be useful if you've assigned really long queues of move- or patrol-orders and don't want to rebuild all of them from scratch: now semi-compatible with upcoming Spring 0.82 fixed that "onoff01" missing texture bug all DDS textures that didn't use compression now changed to DXT3/5 compression, some TGAs converted to DDS, PNG textures optimized using optiPNG to reduce file size models that used TGA textures converted to DDS, now Hex edited to use converted textures, this affects only some S3O models all thumbs.db deleted fixed area_attack & mex_upgrader gadgets fixed CORE Neutron missile droping before range archive uses SD7 (LZMA) non-solid compression mode to further reduce archive size, final archive size is 27.2MB instead of 37MB when using SDZ (deflate32)
If there is anything i am possibly missing small or large please let me know. If there are any effects that lag alot or out of porportion with the rest please let me know. I have optimized and made a new torpedo effect that uses 30 vs the old 60 particles and i plan to change to start removing the older effects that use too many particles like the purple white smoke laser and the red Gauss.
i was going to post a wall of text, but i restrained myself.
i'll keep some suggestions though: - making the tier1 sub better against scout ships is a good idea, but would probably work better if they were changed from 860 range, 70dps to 500 range 125 dps, maybe make the torpedo a bit faster too.
- make flamethrowers more consistant: double or triple the flame speed but reduce the range sharply from 300 to 200, maybe lower the dps by 10-20% too
- make kamikaze sub 33% slower
- remove the depth charges from tier1 amphib tanks but make them faster and cheaper.
- reduce arm sniper's range to 1000 and damage per shot to 1500
- make torpedo launchers cheaper but with reduced range (depth charges with 900 range, wtf?), something like an anti-sub llt
- make jeffy/weasel 33% cheaper but reduce the hp to half
- make scout ships stronger but less cost effective (less firepower/cost) against land and sea
- allow the commander to dgun underwater
Last edited by raaar on 13 May 2010, 22:10, edited 1 time in total.
If anybody other than me is interested, fix a couple of minor sound issues as outlined in this post. To summarize: In 9.6, Arm Pacifist uses Core kbot sounds, which could be corrected to use Arm kbot sounds. Aside from that, the Core Commander uses the same "under attack" warning sound that all other Core units use, making it hard to realize when the Commander is under attack when playing Core. The Arm Commander uses a different "under attack" warning sound than the other Arm units, so it's much easier to know when the Commander is under attack when playing Arm.
i'll keep some suggestions though: - make flamethrowers more consistant: double or triple the flame speed but reduce the range sharply from 300 to 200, maybe lower the dps by 10-20% too
If flame gets faster then it becomes more of just a visual thing that separates it from other weapons, such as laser. Flame should be slow, but would be nice if it could set trees on fire.
raaar wrote:
- reduce arm sniper's range to 1000 and damage per shot to 1500
Better fix is to just reduce its HP.
raaar wrote:
- make torpedo launchers cheaper but with reduced range (depth charges with 900 range, wtf?), something like an anti-sub llt
No, make them instead more expensive but with increased damage.
raaar wrote:
- make scout ships stronger but less cost effective (less firepower/cost) against land and sea
IMO they should remain scouts, it's the only scout unit we have (well peeper too ofc).
raaar wrote:
- allow the commander to dgun underwater
Agree, if it means the commander stands on ground and D-Guns into the water, not d-gunning while submerged. The commaner should be vulnerable underwater, ships are worth too much metal and are too slow to avoid d-gun.
i'll keep some suggestions though: - make flamethrowers more consistant: double or triple the flame speed but reduce the range sharply from 300 to 200, maybe lower the dps by 10-20% too
If flame gets faster then it becomes more of just a visual thing that separates it from other weapons, such as laser. Flame should be slow, but would be nice if it could set trees on fire.
raaar wrote:
- reduce arm sniper's range to 1000 and damage per shot to 1500
Better fix is to just reduce its HP.
raaar wrote:
- make torpedo launchers cheaper but with reduced range (depth charges with 900 range, wtf?), something like an anti-sub llt
No, make them instead more expensive but with increased damage.
raaar wrote:
- make scout ships stronger but less cost effective (less firepower/cost) against land and sea
IMO they should remain scouts, it's the only scout unit we have (well peeper too ofc).
raaar wrote:
- allow the commander to dgun underwater
Agree, if it means the commander stands on ground and D-Guns into the water, not d-gunning while submerged. The commaner should be vulnerable underwater, ships are worth too much metal and are too slow to avoid d-gun.
about the flamethrower, imo the thing that should separate it from the average weapon is short range and high damage per second...not being slower than units.
i meant dgun while submerged yes. an average commander moves at 1.3 speed, half of that while underwater (i think). The expensive ships are all way faster.
combombing is the logical choice, now more than ever.
imo the best way to fix combombing is to remove the epic explosion. The first commander to dgun wins. It's a change in the opposite direction.
I think the problem with scout ships is that they are not only scouts, but anti air units and raiders. All in one. And they have good firepower/cost and speed.
what seems to be the most accessible and cost-effective way to....
kill a surface sea base? mass scouts
defend from air raids? mass scouts
kill frigates, or destroyers? mass scouts
scout? hmm.....scouts
but now the subs have been buffed against scouts, so things might change (to massing more scouts and rushing before they get enough subs :)).
You should include this widget, it overrides team colors so that you are always teal, allies are always certain colors, enemies are always certain colors, and all players have a unique color. It would be nice if it was on by default but at the very least include it default off.
You should include this widget, it overrides team colors so that you are always teal, allies are always certain colors, enemies are always certain colors, and all players have a unique color. It would be nice if it was on by default but at the very least include it default off.
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