CorEStoreI believe that the old land storage was corestore, while the underwater one was coruwestor, with no e... the should be made more consistant
CorUWEStore
Energy store, isn't it?
Moderator: Moderators
Been following this discussion silently for some time. And I was wondering, How did you calculate the dps? On the Fido, the reloadtime is 2.6 (I assume that is in seconds) and the damage is 120. So my guess it would be 120 / 2.6 = 46 dps (rounded). And the Maverick dps would be 208 dps (rounded).1v0ry_k1ng wrote:course its intentional, you cant make somthing exlplode with a nuclear blast by accident dude, its all in seperate files. what he is saying is its just the animation, the balance is the same.
edit: the can laser effect and sound still need changing its currently as a beef as the_barbie_mobile
edit2: why does the fido cost 590M at [deleted hyperlink] and 400 in the newest xta? when did that change happen?
also, it has 64 dps againt the gunslingers 180 odd, low health, average speed, only 160 range more than the gunslinger. even 2v1 it loses against a single gunslinger. somthing needs changing to make it a valid unit, 64dps = lol
The work that has gone into this mod is HIGHLY un-appreciated. This "knox_mod" theory is a load of tripe that could not possibly be more far away from the truth. Have you critics read the credits lately?you're making XTA your clan mod, making changes and not putting them in the change log, breaking compatibility with the ai's - it's a disaster.
It's not XTA anymore, it's the KNOX clan's mod. It shouldn't be released with Spring in its current state.
Creating a new fbi system, and heavily editing the structure of XTA was a MAJOR undertaking by Chojin. Such a large scale development was completed correctly according to the wiki. Thus the bugs (which was corrected in time for spring update, and was not his fault)It's time to fork the mod or elect new mod maintainers.
Current dev's are not getting it right, and are not being careful and paying attention to detail. You can overlook a few missteps, but not a habit of doing dumb things to the mod.
PauloMorfeo: Sun Nov 26, 2006 6:39 pm
Chojin wrote:
Foe, maybe you should update your knowledge of weapons.tdf and armor.txt, before you scream like that, here:
http://taspring.clan-sy.com/wiki/Mod_Development:Armor
So, what did that :%g /ARMBRAWL/d on weapons.tdf exactly do to the balance of XTA? right, nothing...
You are wrong.
And that wiki info is slightly wrong. That wiki info explains what it should work like (at least in my opinion. Some others disagree), not how Spring works.
That's more of a reasonable request dude. Im happy to see this easing of the hate now. I really honestly hope that this feud will be drooped soon.Then how about some sort of compromise, where we keep the old unitnames that are really easy to understand, but change the ones that aren't.
Excuse me! ermz have you seen the changes in game play since v7. Did N0ize resign after peeps spammed spiders, spammed crashers, spammed brawlers. Throughout the development of this MANY slight changes have been made. Mortys now are used effective, the silly floaty freeze of vtol from spiders FIXED, the 360 self damaging spin of crashers FIXED, fast-w noobs smash FIXED, ddm/annih auto fire FIXED, new radar system introduced, decoy coms size fixed, ravens blowing up themselves FIXED, defensive teeth balance FIXED, jeeeeeeeeeeeesus i haven't even finished yet about ALL the fixes and BALLANCES we have done.Also, geothermals and mobile fusions now self destruct with the new, huge nuclear blast. I think it's worse if these mistakes were unintentional - it shows that the current maintainers just don't have the knowledge and experience to be maintaining the mod that is released with spring.
1v0ry_k1ng wrote:yeah, you know, im totally stumped, as I was on tyhat webpage at 11am, and i wrote down the values ON PAPER. and now I look back and the values are correct again. Im not totally sure what I did there.. either they were sneakily changed or I became temporarily illiterate.
Code: Select all
root@falkenstein:/var/www/xta_v8.1> date
Tue Nov 28 18:38:31 CET 2006
root@falkenstein:/var/www/xta_v8.1> ll units_arm_fido.html
-rw-r--r-- 1 www-data www-data 6.1K Nov 23 14:26 units_arm_fido.html
root@falkenstein:/var/www/xta_v8.1> ll units_arm_maverick.html
-rw-r--r-- 1 www-data www-data 6.1K Nov 23 14:26 units_arm_maverick.html
Don't be. The suggestions you make backed up by the values are excellent.just some ideas. sorry for the long post and earlier misunderstanding.
learning the ropes of modding takes time. every mistake thats found is fixed in time. in a few months the last flaws will be ironed out and its pretty much finished. they make mistakes but the mistakes are spotted and corrected so its all fine. AS LONG AS IT GETS DONE ITS FINE. even if everything is now not to your liking, fact is I dont see it changing now so just be supportive and helpful. find and list faults. keep it constructive.FoeOfTheBee wrote:A point-by-point response would be tedious, I'll make this brief:
Recent development of XTA has been full of mistakes. The maintainers if left to themselves would have shipped the .74 version of XTA with the equivalent of a 6x hp boost to air units EVEN AFTER THIS WAS POINTED OUT TO THEM, with the exception of Chojin who did a little research and fixed this, closely averting a total disaster.
Development has been slow - no update for the .73 release, even though .73 broke the mod in important ways.
I don't trust the current maintenance group to avoid future screw-ups, or to do things reasonably fast. I'm not clear on who's really in charge, or on the individual ability of those involved, but the group's aggregate performance has been lacking.
I especially don't trust Gizmo and Myg, who both told me that the LandAir thing had been done on purpose, apparently without knowing what had really been done. The way armor.txt really works has been hashed out extensively on the forums, they should have known.
I'm not saying they're bad people, just bad modders. If you think the improvements outweigh the screw-ups, you may be right, but I want the improvements without this many screw-ups.
Gizmo, if you're honestly satisfied with how mod development has gone, I think you have low standards. I feel no shame for expecting fewer avoidable screw-ups and faster fixes than XTA has recently experienced.
I went to the trouble of explaining my frustration with what I like to call the Wheel of XTA:Sheekel wrote:Nothing that I can see. I really like this version. Good job Devs.
I still think the dgun glow should be sped up a bit, but thats personal preference. Can I change that value without ruining sync ingame?
Ivory King, you sound a bit frustrated