--== XTA v6.0 ==--
Moderator: Moderators
the first changelog i liked..
the seccond.. well makes ambushers/punishers bit (5%?) more dangerous..
those cannons are already quite powerfull...
Altought, the annihilator needed something that could challenge and kill it... so .. maybe its ok, its small ammount. Just wont like to be shelled by lazy ambusher porcer/walkers.
sad on the crashers.. ... i didnt see them as ovepowered.. but usefull to kill llts... anyhow it was not good they locking on the actual unit when they were able to only see the radar blip.
Emg weapon = pewee like? .. its almost the same. emg has tiny disadvantage over laser, on some ocations.
remember the scale on the flea!
the seccond.. well makes ambushers/punishers bit (5%?) more dangerous..
those cannons are already quite powerfull...
Altought, the annihilator needed something that could challenge and kill it... so .. maybe its ok, its small ammount. Just wont like to be shelled by lazy ambusher porcer/walkers.
sad on the crashers.. ... i didnt see them as ovepowered.. but usefull to kill llts... anyhow it was not good they locking on the actual unit when they were able to only see the radar blip.
Emg weapon = pewee like? .. its almost the same. emg has tiny disadvantage over laser, on some ocations.
remember the scale on the flea!
Changelog wrote: V7
- Added messages.tdf for end game messages
- Fixed Hammer script
- Increased Bulldog and Reaper size by 5%
- Doomsday Machine HP tag is now alwasy visible
- Subtituded Armflea with zenka's model
- Reduced Annihilator range by 100 (1995 --> 1895)
- Increased Punisher range by 100 (1900 --> 2000)
- Increased Guardian range by 100 (1950 --> 2050)
- Reduced Brawler, Rapier HP by 100 (1250/1300 now)
- Fixed armor.txt and weapons.tdf a bit
- Made armspider a emg weapon
- Removed 2 unused movementclasses
- Changed the Commanders movementclass to a Kbot on now, so map multipliers work properly
- Multiplied the commander costs by 3, so he doesn't gain Experiance that fast!
- Increased Area of Effect of Flakkers by 20%
- Increased Fusion size by 30%
- Fixed The missing explosion on the Leveler
- Added Groundflashes to explosions
That's just becouse you hate meChangelog wrote: V7
- Reduced Annihilator range by 100 (1995 --> 1895)
- Increased Punisher range by 100 (1900 --> 2000)
- Increased Guardian range by 100 (1950 --> 2050)
Well, that makes things even again ^.^Changelog wrote: V7
- Subtituded Armflea with zenka's model
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- Posts: 5
- Joined: 21 Jun 2006, 01:56
This might not be the right place to ask this, but how comes FARKs in XTA can resurrect? I always thought the difference between farks and necros made the game more interesting by giving each side a different strategy. The biggest problem with that, hawk swarms, has been weakened considerably (I think).
Also, the title is now innacurate.
Also, the title is now innacurate.