XTA Development discussion - Page 5

XTA Development discussion

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Better then v7?

Poll ended at 08 Nov 2006, 03:04

Yes
23
82%
No
5
18%
 
Total votes: 28

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nobody2u
Posts: 123
Joined: 09 Aug 2006, 18:31

Post by nobody2u »

Actually theres a spell check function built into Firefox 2.0 :P
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

back on topic, is there any situation where Stumpy/raiders are useful? Ive never seen anyone use them effectively before..
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

On a flat (ish) map, they are excellent for killing swarms of AA kbots. (i'm speaking from experience in v7). They are ok at running past light defence, and if you are willing to delay a tech 2 lab or some heavier defences for a little bit, they can be useful in "late-early" game (kinda 10 minutes in). The corpses are pretty good to reclaim though, so if you just send them on a damage run then it could do you more harm than good. To be honest i barely ever start as vehicles (disregarding TCP and comet) unless i intend to flash rush.
The only person i have seen using raiders to great effect is teh mighty barto, who (ages ago) used to get about 4 vehic plants on comet and use a mass of mixed vehicles to catch people who where teching up or building defences to stop few, heavy targets.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

I saw Stumpies to be useful to shoot over debris and wrecks while the sams, jethros and rockos behind it were unable to.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

The hi trajectory is its best feature in my eyes. We did try increasing the thuds dps and then lowering its turn rate to see if it felt right + get more use from them.

This was way back in the day of the pre-alpha.

The unit itself seemed to become more of a mixture/hybrid of lvl1 + lvl2. The more veriants of the consept we tryed the more lvl2 it felt and the consepts dev for this unit was scrapped.

To date they still are highly effective, especially when facing llt's. Thuds are by no means the most agile of units, they can woddle up frunt lines taking a beating; whilst say your rocko's come in on either sides.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I know thuds etc are the most own l1, but stumpies/raiders seem pretty suck. low dps and high cost. the flash has like 2x the dps and 3/4 the cost, way more speed.. I just cant see the use of them
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

ok if you find some dude called [KnoX]Spawn0fStripe thats me [KnoX]ElementalGizmo. Just a heads up for the vets out there when u got some noobling knoxian bugging u about whats right/wrong....

BetaLord where art thou?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

[KnoX]ElementalGizmo wrote:ok if you find some dude called [KnoX]Spawn0fStripe thats me [KnoX]ElementalGizmo. Just a heads up for the vets out there when u got some noobling knoxian bugging u about whats right/wrong....
...
Why don't you create [KnoX]Elemental_Gizmo or something of the sort?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Image

Image

Image

Image

Image

OK, how about these?? Anything wrong with them?

Realy it would be nice if someone wrote some new tips so we could have a few more of these...

aGorm
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

SHINEH


made

of

win

Seriously Agorm that is really pretty. Ill pester people for some tips to put into teh screens.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I just updated my XTA 8 with tehm they do look well shiny in game aswell...

aGorm
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Agorm, those are AWESOME. pump out like 10 more :-)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well someone write more tips then... :-)

I cant do more without them.

aGorm
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

Very nice screens :-) I'd still prefer them without the outer border, because my monitor is a border already... But you are the boss ;-)

A few issues were reported by Colorblind on another thread, maybe they can be fixed before a v8.1 release:

* The arm nuke silo doesn't have a nuke icon.
* The arm and core commander icons are unintelligible.
* I thought aGorm was working on new loadscreens to replace these ones.
* Set the building icons tag "radiusadjust" to 1
* Change the icontype for immobile water units (such as floating metalmakers, etc) from "sea" to "building".

Is there a general todo-list somewhere, where I could add these points, if they aren't already on it ?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

.. the water carrier, lvl2 energy ship, has a tag of.. is building or something, bc it stays as a ghost ingame.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

omg i WISH i had graphics like that on my pc, if i did i may never leave this seat! lmao

Very crisp designe aGorm. The pastle colors seem to bring the focus of the eye inwards of thoughes BEAUTIFULL screenies.

If you would be kind enough to email them to me so i can incorperate them into the next release :-)

And no there is not a `TO DO LIST` YET this is because my feet havent toutched the ground for a few days. Ill do some work on them tommo with a full to do list n change log of the development!
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

spring thinks that carriers are builders at least, didnt know they ghosted. REALLY annoying when cycling through idle builders with ctrl b and you have 5 or so carriers to cycle (they are cheaper than mobile fusions incase you wondered why i spam them).
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

A little work has been done on the icons, not as much as i hoped.Ive just been soooo bussey!
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

1st:
Attacking your enemy
* Always scout your enemy to find out what he is up to, what his defenses are and where you can find week points.
* Artilery is usefull to break down enemy defensive buildings or to back up your army.
* You may want to bring some Anti Aircraft units with your force, just in case, if you don't know for sure if your enemy has planes or not.
2nd:
haaa, i disagree with the strategical advices and don't know what to do with that one. I would just remove it...

3rd:
Defending from your enemies
* The carcasses of destroied units are actually very usefull for you since they will block the paths of the enemy units.
* After a fight, you can reclaim the carcasses or ressurect them and turn some of the force of the enemy into your own.
4th:
A attack of gunships can be a devastating surprise on a unprepared enemy.
5th:
I think that one mught be fine. Although some change to make it not look like anymore like it is saying that that should be the standard way of killing them.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

I like the hints the way they are. There are 5 typos in them:

3: "resurrect"
4: "approaching"
5: "at least"
5: "commanders"
5: "commander"

PauloMorfeo's suggestions have quite a few typos too. Do you want to use his, aGorm?
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