--== XTA v6.0 ==-- - Page 3

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

All game release threads should be posted here

Moderator: Moderators

User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

zippers really are a bit too concentrated firepower.
i LOVE the range, means its worth microing and skirmishing, even midgame which is kewl.
maybe reduce their cost and builtime by half and its HP by half and its weapon by 55-60%. so u can get 2 zippers for the price of one, and they will have slightly less firepower
Or maybe give them a moderate innacuracy so that whilst moving they can still be microed against swarms but wont beat a lone peewee or w/e whilst moving as it would be too innacurate. making them (slightly) less important early, and still keeping their midgame fun-ness
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

NOiZE wrote:...
would love to see that replay
Fileuniverse ain't letting me upload... Tried several times, now, in diferent days, still no luck. I guess fileuniverse ain't liking my file.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Well it appears Zippers/freakers are a bit too strong indeed. What changes should we make to them?
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

either raise costs or decrease damage imo
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

make them cheaper and weaker, sort of like the jeffy/weasle in OTA
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

I really wonder if its an issue, there are several details in it that make me wonder that, but cant see it clearly.


I would love to hear some words on whoever has played this mod before of us, and knows it better.

I mean, how do the the other xta players/makers counter the zipper thing?



on a sidenote, does that minbarrel angle has some effect on this unit?
(yeah blame the engine :D)
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

mongus wrote:I mean, how do the the other xta players/makers counter the zipper thing?
Well, I just build a L.L.T. near my factory, send my own freaker, have my construction units build mt (also useful against vodoos) and keep my commander close to home.

I actually think that they are fine as they are, but if you want them to be weaker, then make them more like OTA jeffys.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

NOiZE wrote:... Zippers/freakers ... What changes should we make to them?
Refer here:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4229

I can't say i dislike any of the proposals in there with the exception of «leaving them as they are».

Again, my favourite, is making them paralisers instead of dealing damage. But i win't 100% sure about it until i get to see it like that.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

PauloMorfeo wrote:Is it possible to have the players start with a building, as commander, which would, later, be transformed into the standard commander? ...
Any response about that? Or is that part of the
NOiZE wrote:please keep on topic
Also, i would like to propose one other adjustment, although somewhat radical. Increase buildtime of all units by 3~5 and workertime of all factories by the same amount so builders helping factories becomes less relevant.

Also, i would like to see mexes with enhanced HP. That would also help countering scouts quickly devastating all of your protected mexes.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Just had some Pimped v5 testing game with min3mat... i stoped playing for 4 days and i became SO rusty.. amazing.. it was like been thinking at 0.5x..


one pewee destroyed a Geo in like.. 4 secconds..?

it was uber pewee!!

e: well after testing, it sill takes a bit more than an ak to kill something.

if i recall rigth.. geos now have a larger building explotion??
or it was energy storage...

e: not true, but i recall something exploding with more migth than before.

and what happened to rockos? now the rocket comes out like a bullet, spitted by some explotion...??

have merls lrms have changed aswell?

there is more in the changelog than its written it seems.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

mongus wrote:there is more in the changelog than its written it seems.
Nope there isn't the rocko/storm rockets are also very fast in the SE edition!!!

Please don't whine before you properly test things!!
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

NOiZE wrote:Nope there isn't the rocko/storm rockets are also very fast in the SE edition!!!
Ive double checked now, and there is something wrong with rockos, you better take a look as ive not opened weapons.tdf yet.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

well i guess you are right.. will be fixing them next version
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

About commanders, with the objective of making them more hard to kill and less prone to be used in comm bombings.

If the comanders have a good resource income, for example +6~10 metal and +60~120 energy, losing a comander with a comm bomb becomes very critical. Unless the game is advanced and you already are having plenty of resources but, by that time, a comm bobm ain't that serious either.
I thought about this when i saw nanoblobs where the comander is all the resources we have. We may lose it but all the resources will be gone.

Also, if the commanders are made slower, the diference between they're range and the range of defenses becomes enough for them to be killable by defenses.

Also, if it is possible for us to start with a galactic gate, later transforming into the commander, it is safe to say that the commander can be much more powerfull than it is now, making it more durable to XTA's lvl-2.

About the resouces. If the comander produces a large amount of resources, as to be a critical loss of resources when comm bombing, it can be suposed that that breaks the early balance because of us having much more resources.
I requested that the mexxes have more HP. I think that between 1.5~2x more. The mexxes could be made to cost double the metal they do now and it's HP increased in 3~4x.
I also requested that the factories produce faster (as well as units costing more buildtime). They could also cost more and be more tough.
The combination of these 2 increased costs would make it so that the extra income of the comander would be, somewhat, lost in the new increased costs, leaving the income balance moderatly similar. As well as having a less vulnerable game (as it is now, many units can pass through defenses and quickly kill a defended mexx).
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Another proposal. This is a simple one.

In the weapons, change all references to ARMBRAWL to it's proper class of units. That is more correct and my mod editor will be able to import those :P .
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Wind collectors. In most maps they are, by far, the cheapest way of getting energy.

I'm thinking that they could cost around 2x more metal (maybe energy too) and have more HP.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

What would you think about not having metal making? Would that be too much «not XTA»?

In XTA, moho mines cost alot of energy to run, unlike in other mods.
If you removed metal making from XTA, i was thinking that we could have 3 levels of mining.

1- Metal Extractor (accessible at lvl-1).
2- The Moho Mine (accessible at lvl-2), working as the standard oTA one / The Metal Maker converted into a metal extractor, named Advanced Metal Extractor (accessible at lvl-1). It would mine as much metal as the Moho Mine but it would spend lots of energy (like the moho mines of XTA at the present)
3- The Moho Metal Makers (accessible at lvl-2) converted to Advanced Moho Metal Extractor. These would spend alot more energy but also produce very large quantities of metal, substituting the late game MohoMk+Fusions, but always keeping the game limited to you beeing able to mine metal.

Of course you would also have to remove metal making from builders and factories.
It would help, anyway, conpenstate for the extra resources that the comander would produce if you implemented what i mentioned above.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

The original XTA makers said that all lvl-1 builders build all lvl-2 factories so the game is more dinamic so we, for example, don't go around searching for that one builder that is the only one that builds that lvl-2 factory that we want.

Following that line of thought, i think that the lvl-2 builders should build all the factories, too, as well as building, for example, normal mexxes (many times sucks big time when we have to go search for a lvl-1 builder because we want a normal mexx and the XTA mohoMexxes use up loads of E). This can also be said of defenses, as well. Sometimes we need a few, quick, missile towers and all we have available is huge flak towers or a Llt or Hlt and all we have available is huge Doomsdays.

On another note, i wonder how you developed the build tree of Pimped Edition. SE had, for example, Construction Seaplanes assigned to lvl-2 AirPlant but only in the folder "Downloads". In game, the data from the folder "Downloads" doesn't seem to be there. Your Pimped Edition doesn't have the folder "Downloads" but has incorporated Cons-SeaPlanes into Lvl-2 AirPlants. I just wondering.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Its all in the "gamedata" folder, inside sidedata.tdf.
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Yet another sugestion.

Could we have 2 sets of XTA, similar to what we see in AA?

Those 2 sets would be «regular» XTA and one other version where we are limited to lvl-1 only. Often we want small wars and play lvl-1 only (well, not so often any more). It would be very nice to have this.

Of course Hlts would, probably, have to be disabled along with the lvl-2 stuff. As well as pops (maybe have, instead, a reduced version of pops?).
Post Reply

Return to “Game Releases”