XTA-Forked - Page 2

XTA-Forked

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

Moderators: Moderators, Content Developer

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA-Forked

Post by Gota »

enough with this drug peddling...XTA is nothing like OTA.Not saying its a bad thing but it is not even close to OTA.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: XTA-Forked

Post by babbles »

It's Basically Not Original Total Annihilation.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: XTA-Forked

Post by knorke »

it is still pretty balanced. well once it is complete, anyway.
ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Re: XTA-Forked

Post by ShineSmith »

Ok so theres been a few random games of XTA-Speed, as im calling it now. Lolz at peeper spam yes, yes. But just wondering what people think of the changes so far and the fx.

Ive had comments about units feeling more responsive, and big dislikes about introducing armed mex. But nobody seam's to mind t2 geo idea.

So far changes look like this...
  • Min Game Speed pre set 1.3
    Metal Extraction Multiplier 0.7
    Energy Multiplier 0.7
    BuildSpeed Multiplier 0.7

    Reclaim Method changed to gradual. Dont have to wait untill 100%

    Added lups shockwaves lua from CA
    Added fx reclaim shards from BA

    New Roach FX
    New Bertha FX
    New Popup FX

    Raven: DAMAGE 500 was 800, Accuracy 400,Missles hit what their suppost to and dont fly off all over the place!
    Moho Mine -100E Running cost [1/3 cheaper]
Vtol scouts to level 1 labs
Vehicle and kbot labs dont have scouts
[just a tempory measure untill i think about a decent change]

Bertha fx still needs allot of wrk, but the roach/com and popup/dominator fx seem finished. The lua code introduced is stuff i wanted for xta for AGES. Still have to email their creators about public use in this fork.

C&C welcome
Post Reply

Return to “XTA”