Xta 9.585 (outdated)

Xta 9.585 (outdated)

Hearken back to the days of yore and enjoy the first major Spring module!

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Noruas
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Xta 9.585 (outdated)

Post by Noruas »

Image
------------------- Change Log of XTA v9.585 (0.77b43 and next version) ------------------ by noruas
Evil Krogoth Lag Bug fixed, it also lagged the cpu elsewhere before being finished built.
Arm and Core Torpedo Launchers in tech 1 are now Long Range Depth Chargers, they also have names now, Arm is Fisherman, while Core is Shrimper.
Boat DepthChargers have 6 times the turnrate for accuracy improvements.
Increased range of raven from 1200 to 1400, making it the only arty to outrange the popup cannons, but, it's very inaccurate at that range.
Added 50 Percent HP to Vehicle Mine Layers
Doubled Hp of Amhpibious vehicle builders.
Spider laser has 20 particles vs 200 particles per beam, cause i hear that pentium 3s cry at night.
Hitsphers of mobile units are more accurate to the shape of the unit.
Jethros no longer hit each other when lined up firing from its broadside in close packs.
Spider has the abillity to emp overload itself, causing itself 33.4 percent damage and temporily paralyzing itself for 10-50 seconds. The small area surronding the spider takes medicore damage and heavy paralyze damage of 5000, two spiders can disarm a bulldog or a reaper. Takes one second to overload, and during that second, it will not fire.
Hovercraft transports now cost an additonal 300 metal and 2000 E, with 1000 hp added to its health, much more inefficent and cost something awful to lose in midgame, or use as a stealer.
Reduced damage rate of peewee from 60 to 50 per second.
Increased hitpoints of a.k. and instigator, the peewee and flash counter. Reduced metal of a.k. by 1 metal point. A.K. and instigator will lose in close combat vs its counter part, and has less speed, but it has higher range which make it able to have an iniative blow or the abillity to kite for short time.
Tech 2 aircraft plants now have take 18 energy a second and has tech 2 radar range, just as tech 1 air labs do with tech 1 radars.
Farks and Necros now self-repair at 2 hitpoints per second, still remain fragile.
Tech 1 bombers behave better, bomb more likely. Downside, they fly through each other.
Reduced scout missile from 730 to 630 range, but has better flight time to follow air units outside its range. Added new sound and trail effect for its small missile, as well as some arc fire.

Link : http://www.springfiles.com/show_file.php?id=922
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Xta 9.585

Post by babbles »

Nice work, glad energy weapons work! <3 my pene
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Jools
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Re: Xta 9.585

Post by Jools »

Nice work, but why not name it 9.59?
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manolo_
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Re: Xta 9.585

Post by manolo_ »

Jools wrote:Nice work, but why not name it 9.59?
coz its "just" some bugfixes, next version will get better/new balancing-stuff
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Noruas
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Re: Xta 9.585

Post by Noruas »

I'm so glad you are here manalo.
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manolo_
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Re: Xta 9.585

Post by manolo_ »

i dont like that new explosion stuff (while unit explodes, the parts have this yellow/shiny glow). maybe just for units, that got killed by dgun?


edit: bug: i dont see a cursor animation anymore
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manolo_
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Re: Xta 9.585

Post by manolo_ »

noru couldnt u use that ca-buildpic-widget? and maybe we need more icons for the units if u zoom out. so what do u think about it? also why didnt u include the "new" modell of the core-lvl2-arty?
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knorke
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Re: Xta 9.585

Post by knorke »

i dont like that new explosion stuff (while unit explodes, the parts have this yellow/shiny glow). maybe just for units, that got killed by dgun?
i agree. or maybe only use it for t2 units?
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Xta 9.585

Post by 1v0ry_k1ng »

I wonder how XTA gameplay would change if commanders only had a repairspeed of 100
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Sabutai
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Joined: 18 Dec 2005, 05:55

Re: Xta 9.585

Post by Sabutai »

1v0ry_k1ng wrote:I wonder how XTA gameplay would change if commanders only had a repairspeed of 100
And turn this RPG into an RTS? NEVAR!!!
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