xta - hard ass boat

xta - hard ass boat

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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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

xta - hard ass boat

Post by Dead.Rabit »

xta v9 public beta-

ok so picture this

were playing out game on tangerine, not my favourite map, but its alright

anyway me and my allies have annihilated any land born resistance that they have, however we failed to secure the whole left ocean.

which has now got the odd battleship in it.

we fired 3 nukes, to no avail
i built 2 burthas (core equivilent) to no avail

nothing else had the kind of range required.

and the battleships took no visible damage, im not normally one to complain about balance issues, i leave it down to inexperienced players who get overun once or twice by a specific unit.

but this can't be right?
D.R
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Link to replay?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

perhaps they had an antinuke?
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

So...why is this being discussed here and not the xta forum?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Why didn't you use air?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Use air units? Subs?
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

i believe this is the right replay, but if not i appologise.
Image

nope they had no land forces, most nukes hit home.

admittedly we could of used planes or land artillery, but the point im making is that, most water units are destroyed by nukes, but the advanced water factory and the warship appear to be impervious to nukes.

we assumed that there wouldnt be enough resources for him to make a warship, so by the time we had realised our sea factory was already destroyed, hence no subs.

this has been posted here, because im not a member of the XTA forums didnt realise that you wanted all XTA posts to be made ther =p.
sorry if id of known i would of signed up, but this topic was kind of an afterthaught

it doesnt really bother me so much, find it quite funny, just thaught id make everyone aware of it. =]
D.R
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

a nuke does like 3000 damage. your simple l1 destroyer has 4100 health. your 7000 metal cruiser has 18,000. I can see a problem already, lol
a note on the sea, it was kinda an experiment, dont worry the ranges will be alot tamer next version XD

also, artillery does 150% damage to sea, and sea anti air is very expensive..
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

ok i watched the replay.
you were fighting two battleships.
thats 40,000 metal of ship.
the same price as a krogoth.
you hit it with about 3 nukes (9000 damage) and a commander blast (10,000). it was 36,000 HP, (thats 14,000 more than a goliath for 5x the price)
20,000 metal of ship isnt going to die in a light breeze. 20,000 metal = 60 brawlers.
range is nerfed now, but the toughness remains. its a sea based krog
Last edited by 1v0ry_k1ng on 06 Jun 2007, 19:57, edited 1 time in total.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

DATS NUT FUNNEH
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

fixed
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

nukes in XTA are not like nukes :(
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

Last time i checked neither was Ba, or Ca, or any other mod.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

BA nuke

[NUCLEAR_MISSILE]
{
name=NuclearMissile;
rendertype=1;
lineofsight=1;
vlaunch=1;
model=ballmiss;
range=72000;
reloadtime=120;
noautorange=1;
weapontimer=9;
flighttime=400;
weaponvelocity=1600;
weaponacceleration=15;
turnrate=32768;
areaofeffect=1280;
impulsefactor=0.5;
edgeeffectiveness=0.3;
energypershot=125000;
metalpershot=1000;
stockpile=1;
targetable=1;
commandfire=1;
cruise=1;
soundstart=misicbm1;
soundhit=xplomed4;
firestarter=0;
smokedelay=0.1;
selfprop=1;
smoketrail=1;
propeller=1;
twophase=1;
guidance=1;
tolerance=4000;
shakemagnitude=50;
shakeduration=3;
explosiongenerator=custom:FLASHNUKE1280;
startsmoke=1;
impulseboost=0.5;
cratermult=3;
craterboost=6;
[DAMAGE]
{
default=9500;
COMMANDERS=2500;
}
}
XTA NUKE
[NUCLEAR_MISSILE]
{
ID=122;
name=Nuclear Missile;

rendertype=1;
lineofsight=1;
vlaunch=1;
model=weapon_ballmiss;
range=32000;
reloadtime=60;
noautorange=1;
weapontimer=7;
flighttime=120;
weaponvelocity=350;
weaponacceleration=100;
turnrate=28000;
areaofeffect=1500;
energypershot=120000;
metalpershot=875;
stockpile=1;
targetable=1;
commandfire=1;
soundstart=misicbm1;
soundhit=xplomed4;
firestarter=100;
smokedelay=0.05;
selfprop=1;
smoketrail=1;
twophase=1;
guidance=1;
tolerance=4000;
shakemagnitude=34;
shakeduration=2;
explosiongaf=commboom;
explosionart=commboom;
waterexplosiongaf=h2obboom;
waterexplosionart=h2obboom;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashlg;
startsmoke=1;
explosiongenerator=custom:NUKE_EXPLOSION_FX_Huge;
[DAMAGE]
{
default=3770;
group_commanders=2700;
}
}
infact I do beleive the XTA nuke has the highest AOE. certainly lower damage though..
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

So they're good for wiping the floor with T1/T2 units or melting bases to a puddle.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

OTA nuke has 512 AOE and 5500 damage vs. everything except com (2500), just for comparison.

BTW AA uses two nukes, the Core one has an AOE of 1920, what you see there is the Arm nuke.
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