--== XTA v6.0 ==--

--== XTA v6.0 ==--

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NOiZE
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--== XTA v6.0 ==--

Post by NOiZE »

As SJ is busy with his job atm, he has given me premission to continue his work on XTA.
This thread is ment to hav discusion about changes and fixes. Here is the changelog so far:

Updated the guide for v6: http://taspring.clan-sy.com/warcows/XTAv6/

And a final changelog:

Code: Select all

V6
- Renamed mod to "XTA v6.0"
- Reverted EMG damage to 8
- Reverted Freaker/Zipper HP to 870/750
- Reverted Instigator/AK damage to 44
- Reverted Voodoo/Tornado reload time 1/1.2
- Reverted Arm Flash metal cost to 127
- Fixed Skeeter/Searcher second weapon
- Increased Snapper/Annaconda size by 15%
- Increased Decoy Commanders HP to 3000 (same as normal commanders)
- Decreased Air Repair Pad energy make to 5 (30)
- Added Support for NTAI
comment away!

PS: Please try to keep this thread tidy.
Last edited by NOiZE on 30 Apr 2006, 22:53, edited 5 times in total.
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AF
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Post by AF »

Some would argue it is now your responsibility to make sure NTAI build data/ AAI configs /OTAI configs are upto date too, it'd sure be an improvement if you did. *cookie for lindir the green*
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hrmph
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Post by hrmph »

Personally I think spiders need to be nerfed a bit. Either a h/p reduction or reduction to the time it takes to stun something. Massing them is far too effective I think.
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jcnossen
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Post by jcnossen »

Some would argue the world is flat... ;)
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AF
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Post by AF »

*AF does not endorse the flat earth society and recognizes that earth is a curvy place to live in, then hands zaphod a cookie*
mongus
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Post by mongus »

Be carefull not to lower unit costs much.

dont like mods where spamming units is as cheap that after a while you cant controll such large numbers/firepower.

If the cost is lowered too much, you wont have enough time to micro (or manage) the units but will have to start throwing hordes to the defenses..

You feel infantry units are too expensive right now?

Have not really thinked about it.. but dont feel they are too expensive either.

Its cool you have a chance to save your commander's ass from things like nukes or annihilators.. as far as it doesnt get too complex as playing magic..

On nukes... actually you can recieve some nuke hits in the base and even save it by building antinuke fast....

If you make it that much powerfull there wont be anything on feet afther the nuke..

For example, i think im not wrong, flakkers are designed so they can stand nuke impacts, making such change will brake that.

the problem is i like the current balance too much i gues.. as someone said it was nearly perfect.

I agree with chocapic about spiders, :D, spiders paralize too fast.
Its cool spiders are strong, as they used to be very fragile and useless.. so my bet is for make it longer to paralize something.. .. 10%? even 15% but that may be much..

Ive suggested a lower build time for fleas, as they are now built in level2 lab, that penalty could be lowered.. not much..

thats all i can recall now, need to play it more... if there were players for it. :/

edit: fidos... and this can be argued... by looking at them i would tell they climb stuff faster and better than.. lets say snipers... well they dont.
My suggestion is to make them at least equal.
Chocapic
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Post by Chocapic »

without any think and any read id imediatly suggest hlt damage decrease, since this last version differs quite a lot in that from what i remember of old version!

oh, let me not forget, from the first time i saw this mod i never got the point that vulcans have double range to bb's.
is there a good explanation to that ?
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BvDorp
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Post by BvDorp »

Nice to see this being picked up again!

Some thoughts:

- Don't turn XTA into any of these other mods. Don't add units, for example. We have mods that have loads of different units already :)

- Loose the SE version. There's no need to update it.

- Don't, and I repeat, don't (!!!) release a new version every week.
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Lindir The Green
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Post by Lindir The Green »

Yes, please keep XTA gameplay.

We don't need another AA.
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FoeOfTheBee
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Post by FoeOfTheBee »

Lindir The Green wrote:Yes, please keep XTA gameplay.

We don't need another AA.
I think XTA needs a few more big mechs, 2 for arm, 1 more for core. This will make long games scale better with xta.

Never had a problem with the peewee's current cost, or annihilator range. I think the current Brawler and Arm Commander models are ugly.

I suggest very slightly increasing brawler effectiveness too, and slightly nerfing zippers/freakers, increasing their cost, or making them level 2 only.

I think the other changes mentioned are ok. I suggest 1 new release per spring release, gradual changes, and as few unit specific damage modifiers as possible.
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Das Bruce
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Post by Das Bruce »

Finally, a definate figure to harass.

Now say something on the new units!
mongus
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Post by mongus »

BvDorp wrote:Nice to see this being picked up again!

Some thoughts:

- Don't turn XTA into any of these other mods. Don't add units, for example. We have mods that have loads of different units already :)

- Loose the SE version. There's no need to update it.

- Don't, and I repeat, don't (!!!) release a new version every week.
You even play xta?

Choca.. hlts are ok.. why the change?

and .. zipper/fraker dilema must be solved quick.. i agree its hard to defend against an enemy tyhat only builds them... but it must have weakpoints, appart from the strong point, that is playing 1v1 games in big(meant for 2v2 3v3) maps. Yes when playing in open maps freakers/zippers suit better the task, as they can reach everywhere very fast, and its hard to defense/cover so much terrain.


Still need more testing to tell, so long its a "big maps issue".

Its yehaa who requested units.. shouldnt he tell then? or is noize at charge of all for now?

Here is a replay, really .. boring gameplay.. its not really interesting except for the freaker thing.. Nottice that altough freakers are hard to counter... is not that what defines the game (maybe my bad start :D )... but the popup.
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NOiZE
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Post by NOiZE »

I forgot to say, the changes above are SJ's work so far for the next version, he asked me to put them in..
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VonGratz
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Post by VonGratz »

Hi!
Im making for my Mod some textures that can interest you.Its for the Core ships decks for while, avoiding brighter/darker areas only compatible with OTA textures.
Look the first test.
DuGratz :wink:
Image[/img]
Chocapic
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Post by Chocapic »

mongus wrote:
BvDorp wrote:Nice to see this being picked up again!

Some thoughts:

- Don't turn XTA into any of these other mods. Don't add units, for example. We have mods that have loads of different units already :)

- Loose the SE version. There's no need to update it.

- Don't, and I repeat, don't (!!!) release a new version every week.
You even play xta?

Choca.. hlts are ok.. why the change?

and .. zipper/fraker dilema must be solved quick.. i agree its hard to defend against an enemy tyhat only builds them... but it must have weakpoints, appart from the strong point, that is playing 1v1 games in big(meant for 2v2 3v3) maps. Yes when playing in open maps freakers/zippers suit better the task, as they can reach everywhere very fast, and its hard to defense/cover so much terrain.


Still need more testing to tell, so long its a "big maps issue".

Its yehaa who requested units.. shouldnt he tell then? or is noize at charge of all for now?

Here is a replay, really .. boring gameplay.. its not really interesting except for the freaker thing.. Nottice that altough freakers are hard to counter... is not that what defines the game (maybe my bad start :D )... but the popup.
Well i hope that u have in mind that 10(+) thuds will be massacrated by a single hlt (and please do not compare cost for your on sake!), both by its speed,damage and range wich to me sounds a bit odd!
where's the lvl1 ? (im obviously ignoring the very first 2 min freaker/jeffy rushes here)
thats why i see in xta the tech rush wich doesnt feel very right to me , but hey its a diferent gameplay i know!
Kixxe
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Post by Kixxe »

Chocapic wrote:without any think and any read id imediatly suggest hlt damage decrease, since this last version differs quite a lot in that from what i remember of old version!

oh, let me not forget, from the first time i saw this mod i never got the point that vulcans have double range to bb's.
is there a good explanation to that ?
To make em worthy building. Thats the problem AA has, 8 BB are rougly the same price as a buzz, shoot at rougly the same interval and is much more acurrate, each spread out with a fair share of health...





Changes IMO.

Bombers needs a boost... they fall way do esay to MT, who are always in XTA btw... just make em take 3-5 Hits from a MT and make em so that they acully do damage... same with level 2 bombers.

Arm may need a mech... it's getting hard to counter with bulldogs when the enemy gets 10 of em... and then a krogoth?



Add more when i think of more.
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NOiZE
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Post by NOiZE »

I think the commander could use some more health, as dead = end is getting way more popular.

Also it seems level 1 gunships need a nerf
levelers need a slight nerf
bombers need a small buff
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Lindir The Green
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Post by Lindir The Green »

I think XTA needs a few more big mechs, 2 for arm, 1 more for core. This will make long games scale better with xta.
No, that would just make XTA like AA to apease AA fans.

In OTA, there was a krogoth, and it was invented because CORE was losing, and it fit perfectly with COREs big slow powerful theme. It was a fundamental difference between the two sides: ARM had the shooter, a tactical assasin, and CORE had the krogoth.

please DO NOT give ARM any kroglike mechs.
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jcnossen
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Post by jcnossen »

I'd like to see a bigger transporter for arm (I guess it fits in the idea of arm being more tactical and core more dumb heavy weapons) so it's actually useful to transport units in game.
Not sure what the experienced XTA players think about that, but it would sure be nice to see.
Maybe also use the isairbase=1 tag (which actually works now).
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Min3mat
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Post by Min3mat »

No, that would just make XTA like AA to apease AA fans.

In OTA, there was a krogoth, and it was invented because CORE was losing, and it fit perfectly with COREs big slow powerful theme. It was a fundamental difference between the two sides: ARM had the shooter, a tactical assasin, and CORE had the krogoth.

please DO NOT give ARM any kroglike mechs.

AGREED
the only reason i put up with tech 3 in AA is it almost never comes out and is only good a sa stalemate breaker
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