XTA
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Not stalling and nto leakign is the healthy economy every player should aspire to. It shows that your not wasting and your using what you can but also that you have reserves and your economy is healthy enough to expand quickly and grow.
The TA game economy was designed for a continuous roll from beginning to end, stalls or interuptions do harm and are the equivilant of a depression or market crash and impede production and growth of resources.
The only exceptions are things when you cant cancel what your doing because of stall because what your doing will get you out of stall and is nearly finished. For example a 90% done moho mex. Or a metal maker asigned to metal AI, you can enver have enough under that AI as they'll turn themselves off and only drain and generate what you can afford.
The TA game economy was designed for a continuous roll from beginning to end, stalls or interuptions do harm and are the equivilant of a depression or market crash and impede production and growth of resources.
The only exceptions are things when you cant cancel what your doing because of stall because what your doing will get you out of stall and is nearly finished. For example a 90% done moho mex. Or a metal maker asigned to metal AI, you can enver have enough under that AI as they'll turn themselves off and only drain and generate what you can afford.
What would you need reserves for anyway? you can reclaim stuff if need be or slow production on certain things if necessary.
Id rather be using the excess metal I have spare than letting it sit there being surplus, Ive been out produced and beaten in 1v1,s when it may have been different if id been producing units or pumping my surplus it into more econ related stuff instead of letting my surplus sit there doing nothing.
And I tend not to use that metal maker ai, especially with moho mm becasue it sucks in my experience, full e with storage and mm still turned off, sweet ^^
anyway, this is going off topic.
Im a bit behind on xta, did anyone ever make any changes to the emp spiders? I think I'll play xta again if those nasty buggers have been fixed hehe, I still have nightmares about MYG pwning me and SJ at the same time on vallis mineris ^^
also, whats the score with jethros are they being changed so you can use other l1 units and still have a chance doing some damage?
sorry if this has been mentioned in this thread already, i dont have the patience to sit an read the whole thing ^^
Id rather be using the excess metal I have spare than letting it sit there being surplus, Ive been out produced and beaten in 1v1,s when it may have been different if id been producing units or pumping my surplus it into more econ related stuff instead of letting my surplus sit there doing nothing.
And I tend not to use that metal maker ai, especially with moho mm becasue it sucks in my experience, full e with storage and mm still turned off, sweet ^^
anyway, this is going off topic.
Im a bit behind on xta, did anyone ever make any changes to the emp spiders? I think I'll play xta again if those nasty buggers have been fixed hehe, I still have nightmares about MYG pwning me and SJ at the same time on vallis mineris ^^
also, whats the score with jethros are they being changed so you can use other l1 units and still have a chance doing some damage?
sorry if this has been mentioned in this thread already, i dont have the patience to sit an read the whole thing ^^
Ahem, I was talking about the more efficient, superior AF Metal AI included with any NTai installation.And I tend not to use that metal maker ai, especially with moho mm becasue it sucks in my experience, full e with storage and mm still turned off, sweet ^^
You dont just download the NTai installer to get NTai, there are other goodies in the installer that have other uses.
Besides I'm talking about having the amount stored yoyo betwene 30-70 %, not maxed out or stalling, the diea beign that this is a byproduct of unit production expansion and resource production expansion both getting continuosly bigger yet stable enough to support eachother. In this situation you are no wasting your resources at all, if anything your using more than you did a second ago and its accelerating, but your effective economics are making it so your using as much as you're producing, with a reserve incase it falters, you're not wasting/leaking/maxed out, but your not stalling either.
What Iam opposing here, is the idea it's bad to underspend and very good to overspend into debt.
Having it yo yo between 30 and 70 still means you have metal spare that you could be using to build that extra thud or whatever that could use to make the diff between the enemy getting in ya base or not. its happened to me alot, in 1v1 I'll make sure im spending evry last bit of metal I have..AF wrote:Ahem, I was talking about the more efficient, superior AF Metal AI included with any NTai installation.And I tend not to use that metal maker ai, especially with moho mm becasue it sucks in my experience, full e with storage and mm still turned off, sweet ^^
You dont just download the NTai installer to get NTai, there are other goodies in the installer that have other uses.
Besides I'm talking about having the amount stored yoyo betwene 30-70 %, not maxed out or stalling, the diea beign that this is a byproduct of unit production expansion and resource production expansion both getting continuosly bigger yet stable enough to support eachother. In this situation you are no wasting your resources at all, if anything your using more than you did a second ago and its accelerating, but your effective economics are making it so your using as much as you're producing, with a reserve incase it falters, you're not wasting/leaking/maxed out, but your not stalling either.
What Iam opposing here, is the idea it's bad to underspend and very good to overspend into debt.
Still got no idea what youre on about to be honest I think youre just too smart for me.
but I just rememered this is the xta thread not the metal stall thread...
I think what he's saying is that you should be spending as much as you can without seriously stalling.
In practice, you're usually best off constantly overspending your metal income by a very, very small amount. You never need metal for "OMG RIGHT NOW" expenses, so you want your storage to constantly be at or near zero. And because of the way stalling works, you're only in trouble if your metal expenditure significantly exceeds your metal income. (Spending double your metal income effectively halves the buildpower of your constructors.) Metal in storage or, worse, excess metal, is a waste. It means that you could be building faster.
In practice, you're usually best off constantly overspending your metal income by a very, very small amount. You never need metal for "OMG RIGHT NOW" expenses, so you want your storage to constantly be at or near zero. And because of the way stalling works, you're only in trouble if your metal expenditure significantly exceeds your metal income. (Spending double your metal income effectively halves the buildpower of your constructors.) Metal in storage or, worse, excess metal, is a waste. It means that you could be building faster.
Well yeah thats the point i was getting at you just said it alot more clearly ^^
Obviously I didnt mean stalling trying to build a fusion and a nuke at the same time with +10 metal is a good thing, just stalling slightly so you can maximise production so youre getting units out and econ up as fast a possible, i.e spending all of your surplus, so yeah.. jsut what you said really.
I should really take more time over my posts hehe
sorry for the derailment..again >< back to xta!
Obviously I didnt mean stalling trying to build a fusion and a nuke at the same time with +10 metal is a good thing, just stalling slightly so you can maximise production so youre getting units out and econ up as fast a possible, i.e spending all of your surplus, so yeah.. jsut what you said really.
I should really take more time over my posts hehe
sorry for the derailment..again >< back to xta!
Ten Spring Commandments >_> <_<AF wrote:We should put 'the godlen rules' in our loadign screens.
Such as stalling is bad &evil never build what you cant afford
or
Idle units == evil
or
maxed out resources == evil
- The_Big_Boss
- Posts: 88
- Joined: 17 Jul 2006, 04:00
Your wrong. AA is by far less flexible. Ive played I know what im talking about. The only thing going for AA at the moment is thats its easy to play and its all the rage at this moment.Quite frankly, XTA and AA don't inherently have much over each other. AA is bigger. XTA is glossier. They both element considerable strategy and flexible tactics.
Wrong again. Lets see ahh here is one "Also, strategics. the science or art of combining and employing the means of war in planning and directing large military movements and operations." Yeah that sounds just about right.I'm sorry, but your definition of strategy seems to be skewed grossly. Please reference the real definition in context before continuing with this baseless line of thought.
Im sorry, but I think your argument is a bit skewed, maybe you should look up what the word argument means to understand how to write one. Dont tell me to look something up when you could of posted it. Im not some 5th grade boy needing busy work assignments. Post some damn examples for your dumb argument.
Anyway. The guidlines on the loading page is a great idea. Half the time im in the load screen anyway.
And stalling your economy depends on your style of game play.
Yes spending slightly more than you ahve but continuous expansion of resource and military production.
So say you get 30, you spend 29, next tick, you get 31 you spend 30, every now and again getting rises to prevent reaching zero such as when conbots close up and walk to their next task or a big resource producer comes online. This ensures your builders are always building at their maximum
So say you get 30, you spend 29, next tick, you get 31 you spend 30, every now and again getting rises to prevent reaching zero such as when conbots close up and walk to their next task or a big resource producer comes online. This ensures your builders are always building at their maximum
Where are your examples? You're running off of play knowledge, and I assume basic logical deduction as coloured by the frame of your personal life. I'm sorry, but you can't expect me to afford you any more than you are willing to bait me with. If you expect me to take the "I've played, I know what I'm talking about" than you damn well better accept the same from me. Not that I won't give you more than you asked for, in a different format.
I'll be perfectly frank with you, I no longer give XTA even a 20th of my game time on Spring, and indeed I have gone from a very good XTA player to a quite mediocre one - with little shame. A plurality of my play is based in E&E, which happens to maintain greater depth in both relevant modes than thus far any of the TA derivative mods through very different and well balanced sides combined with a logical diminishment of air independence. I only enter discussions of this mod to quash and redirect blatantly uninformed statements such as yours, because I've found that they misdirect the development of said mod which is something I still hold a vested interest in.
Strategy consists over your overarcing plans in war, or in a more simple manner, objectives and the larger scheme to obtain them. Tactics consist of smaller and more specialized activities which alone accomplish little but in a collection result in the fulfillment of strategy.
In both XTA and AA you have a number of buildtrees and unit types that fulfill different roles. AA happens to have more subdivisions within this and more unit variety, which is balanced against the increased usefulness of each unit in XTA, as best shown by the able Jethro and the capability to attack ground units. I could even contend that given the divergence and specialization of individual units in AA, the tactical level becomes much more complex, but I won't push the point considering your lack of flexibility. The long and the short of all this is that the general groupings of units and roles of structures balance out between specialization/variety in the two mods, to whit, an equivalent ratio if you quantified the value (Which is difficult enough considering that we function as qualitative beings who have a desire to quantify all else) and thus equivalent overarcing strategy.
I can still set essentially the same strategy expectations and guidelines in XTA as I can in AA at the beginning of a battle, in example:
Slowly engulf the enemy using a combination of Vehicles and Air. Practice complete secrecy behind a rolling defense line.
The tactics therein will be different, of course, but as I clearly have more units with more diversity in AA, any XTA fan would not like to delve into this level of gameplay.
I'll be perfectly frank with you, I no longer give XTA even a 20th of my game time on Spring, and indeed I have gone from a very good XTA player to a quite mediocre one - with little shame. A plurality of my play is based in E&E, which happens to maintain greater depth in both relevant modes than thus far any of the TA derivative mods through very different and well balanced sides combined with a logical diminishment of air independence. I only enter discussions of this mod to quash and redirect blatantly uninformed statements such as yours, because I've found that they misdirect the development of said mod which is something I still hold a vested interest in.
Strategy consists over your overarcing plans in war, or in a more simple manner, objectives and the larger scheme to obtain them. Tactics consist of smaller and more specialized activities which alone accomplish little but in a collection result in the fulfillment of strategy.
In both XTA and AA you have a number of buildtrees and unit types that fulfill different roles. AA happens to have more subdivisions within this and more unit variety, which is balanced against the increased usefulness of each unit in XTA, as best shown by the able Jethro and the capability to attack ground units. I could even contend that given the divergence and specialization of individual units in AA, the tactical level becomes much more complex, but I won't push the point considering your lack of flexibility. The long and the short of all this is that the general groupings of units and roles of structures balance out between specialization/variety in the two mods, to whit, an equivalent ratio if you quantified the value (Which is difficult enough considering that we function as qualitative beings who have a desire to quantify all else) and thus equivalent overarcing strategy.
I can still set essentially the same strategy expectations and guidelines in XTA as I can in AA at the beginning of a battle, in example:
Slowly engulf the enemy using a combination of Vehicles and Air. Practice complete secrecy behind a rolling defense line.
The tactics therein will be different, of course, but as I clearly have more units with more diversity in AA, any XTA fan would not like to delve into this level of gameplay.
- The_Big_Boss
- Posts: 88
- Joined: 17 Jul 2006, 04:00
I'm sorry, but you can't expect me to afford you any more than you are willing to bait me with.
*grins* You bring me much more faith in this little xta communnity.
You are absoulutely correct.If you expect me to take the "I've played, I know what I'm talking about" than you damn well better accept the same from me.
To be honest the same thing thing is starting to happen to me.I'll be perfectly frank with you, I no longer give XTA even a 20th of my game time on Spring, and indeed I have gone from a very good XTA player to a quite mediocre one - with little shame.
Ive just started playing EE. I havent evaluated it enough to give it justice, but I like how each side has its own str and weaknesses. One side and cloak, the other cant, but has more attack power. One side has planes, or maybe they both do, I dont know. Its a good mod. Makes me happy.A plurality of my play is based in E&E, which happens to maintain greater depth in both relevant modes than thus far any of the TA derivative mods through very different and well balanced sides combined with a logical diminishment of air independence.
Me too.I only enter discussions of this mod to quash and redirect blatantly uninformed statements such as yours, because I've found that they misdirect the development of said mod which is something I still hold a vested interest in.
If you put it that way then I agree with you and concede to your argument. Thank you for providing it.Strategy consists over your overarcing plans in war, or in a more simple manner, objectives and the larger scheme to obtain them. Tactics consist of smaller and more specialized activities which alone accomplish little but in a collection result in the fulfillment of strategy.
What do you think of hints and such during the load screen? Good or useless?
Touche. But isnt that everyone then?You're running off of play knowledge, and I assume basic logical deduction as coloured by the frame of your personal life.
You present good arguments. I cannot disagree with your first few paragraphs. Im going to honestly sit back and think about that last quote. It deserverse merit. Dont you agree? Then ill come back with something that wont insult the two of us.
And BigSteve, do you want me to enlighten you in the next post I do or in game? :p
Either is fine for me boss, but I cant recall seeing you on, pm me if you see me in lobby and we can have a good old fashioned xta duel, its ages since Ive played so it could be fun.
when is the new xta coming out btw? with the next spring version?
im intrested in playing again if the jethros and spiders get an overhaul.
when is the new xta coming out btw? with the next spring version?
im intrested in playing again if the jethros and spiders get an overhaul.
I honestly think they're great for newer players, and sometimes can help remind one of a little nuance - thus also helpful for players of multiple mods. I know that Gundam and E&E have some very good ones.The_Big_Boss wrote: What do you think of hints and such during the load screen? Good or useless?
I mean it isn't going to hurt anything. It's a splash image we put up because the game is loading. Might as well make it useful to some significant portion of the community.
you lost me!
could you be back on topic? (changes for next (next=coming out next week)) version of xta.
And plz.. .. this is xta thread, dont come to flame about we bitching on aa.. plz... you know aa rules. (in its own thread).
So, Giz, or Myg.. .. its too many changes imo, what you think?
Can wehave a new version with partial changes, so we can get rid of current vices in xta, and then we can keep moving on, on the rest..
drop by to share your thoughts please.
how about nerf the rate of fire on crashers/jethros? make them be used to move in, fire, move out (how i use them anyway) but with much more oppurtunity for a counterattack- peewee style. The fact that they outrange llts and move the same speed as a com is very important imho and i think to remove their ability to com kil/destroy an llt or two if given time (and radar support) would be a loss.
Incidently more than a few times rockos have chewed up my crashers without much trouble
long live XTA
Incidently more than a few times rockos have chewed up my crashers without much trouble
long live XTA