--== XTA v6.0 ==--
Moderator: Moderators
Crap, lets create some distraction for aa players, they are everywhere!
* lies muffin mineield using mouse4/5 *
If what krogothe is saying is rigth... well its not ok then, but we need more numbers.
You say a bulldog is owned, by the same metal/energy put into freakers..
Well.. a bulldog has not specially lots of firepower.
It has good firepower, but it has more armor then firepower, that is its use, resist lots of damage, not make lots of it.
You had tested with pewees?aks?rockos? any other unit?
Dull tests, dont allways give good results.
About gunships, they were overnerfed in v5....
i think nobody has played v5 much to really tell about that.. i cant tell at least, but .. im sure of what i ment, lvl1 gunships are easy pray to defenders, and are quite a risk to use them, for that reason, and bc of the energy cost implied.
on a sidenote, no unit can be done "porcing safe", you know what i mean.
You didnt answer who has the advantage now, pewees or aks? instigators or flashes. (im lazy to check)....
can you tell when it will be released please?, how many days I mean..
and tahnks for making lugers what they where again, dangerous artillery!
e: can you please put xtase66 page with modwebgenerator aswell? ty
* lies muffin mineield using mouse4/5 *
If what krogothe is saying is rigth... well its not ok then, but we need more numbers.
You say a bulldog is owned, by the same metal/energy put into freakers..
Well.. a bulldog has not specially lots of firepower.
It has good firepower, but it has more armor then firepower, that is its use, resist lots of damage, not make lots of it.
You had tested with pewees?aks?rockos? any other unit?
Dull tests, dont allways give good results.
About gunships, they were overnerfed in v5....
i think nobody has played v5 much to really tell about that.. i cant tell at least, but .. im sure of what i ment, lvl1 gunships are easy pray to defenders, and are quite a risk to use them, for that reason, and bc of the energy cost implied.
on a sidenote, no unit can be done "porcing safe", you know what i mean.
You didnt answer who has the advantage now, pewees or aks? instigators or flashes. (im lazy to check)....
can you tell when it will be released please?, how many days I mean..
and tahnks for making lugers what they where again, dangerous artillery!
e: can you please put xtase66 page with modwebgenerator aswell? ty
yes we need more tests, can you do some?mongus wrote:If what krogothe is saying is rigth... well its not ok then, but we need more numbers.
You say a bulldog is owned, by the same metal/energy put into freakers..
Well.. a bulldog has not specially lots of firepower.
It has good firepower, but it has more armor then firepower, that is its use, resist lots of damage, not make lots of it.
You had tested with pewees?aks?rockos? any other unit?
Dull tests, dont allways give good results.
I disagree i think they are fine now.... I used them quite a lot in v5, check the min3mat vs noize replay!mongus wrote: About gunships, they were overnerfed in v5....
i think nobody has played v5 much to really tell about that.. i cant tell at least, but .. im sure of what i ment, lvl1 gunships are easy pray to defenders, and are quite a risk to use them, for that reason, and bc of the energy cost implied.
AK/gators still win over Peewee/Flash, even with the extra nerfing of gators, and lowering the flash pricetag (daywalker and i tested that today) So i think i will increase emg damage from 12 to 13 also.mongus wrote: You didnt answer who has the advantage now, pewees or aks? instigators or flashes. (im lazy to check)....
i have no ETA yet.mongus wrote: can you tell when it will be released please?, how many days I mean..
Thanks for reporting.mongus wrote: and tahnks for making lugers what they where again, dangerous artillery!
No i wont, as i'm not supporting xtase66mongus wrote: e: can you please put xtase66 page with modwebgenerator aswell? ty
Will try to make some tests.
no ofense, but testing units/balance requieres more than 2 players and one game.(also i dont have access to that replay).
I know flashes where a bit weak in firepower.. hm, but i think it was a feature.. i mean, if both sides are equal.. it not nice, it must differ somehow.
NOiZE, you like it or not, xta se 66 is the base for what you are working on rigth now. And as you said, you are only making small changes, so it makes sense to have it on sigth, but if you dont like it that much..
Maybe im too conservative, but changes are going a bit fast for my taste. Still, im up to test and see.
no ofense, but testing units/balance requieres more than 2 players and one game.(also i dont have access to that replay).
I know flashes where a bit weak in firepower.. hm, but i think it was a feature.. i mean, if both sides are equal.. it not nice, it must differ somehow.
NOiZE, you like it or not, xta se 66 is the base for what you are working on rigth now. And as you said, you are only making small changes, so it makes sense to have it on sigth, but if you dont like it that much..
Maybe im too conservative, but changes are going a bit fast for my taste. Still, im up to test and see.
I'll appreciate that.mongus wrote:Will try to make some tests.
You don't have to doubt our testing methods, trust me. And indeed the sides should be a bit different, that's why we lower the cost of the flash so you need more units to do the same.mongus wrote: no ofense, but testing units/balance requieres more than 2 players and one game.(also i dont have access to that replay).
I know flashes where a bit weak in firepower.. hm, but i think it was a feature.. i mean, if both sides are equal.. it not nice, it must differ somehow.
Well i'm afraid the mixture of sidedata.tdf and all the download.tdfs inside SE0.66 are gonna make a mess, which i don't want to clean up :)mongus wrote: NOiZE, you like it or not, xta se 66 is the base for what you are working on rigth now. And as you said, you are only making small changes, so it makes sense to have it on sigth, but if you dont like it that much..
That could be truemongus wrote: Maybe im too conservative, but changes are going a bit fast for my taste.

Time for a Release:
Download
Have Fun and please post bugs/issues/suggestions
Code: Select all
V5.5
- Reduced Freaker/Zipper HP by 20%
- Reduced Instigator/AK damage by 10%
- Reduced Storm/Rocko rocketvelocity by 50%
- Increased Reaper size by 10%
- Made Commanders able to push trees
- Fixed up Armor.txt and specific damages in weapons.tdf so they load correctly in paulo's
mod editor
- Arm Zeus and Warrior 20 % bigger in size
- Flash metal cost reduced by 10 %
- Fixed Luger turret rotation speed.
- Increased EMG damage to 14 (12)
- Increased L1 Radar Range by 10 %
- Substituted CorSilo for Zenka's Silencer.
Download
Have Fun and please post bugs/issues/suggestions
ahk, NTai installer setups are getting annoying to create because I have to create a copy fo the XTAPE folder for XTA PE V2/3/4/5/5.5 could you not shove the file inside another archive so FU doesnt complain XTAPE.sd7 already exists so that when users put it in their mod fodlers it's always XTAPE.sd7?
I always give them a other name, But when they get included in the next spring version the newest version will be renamed to XTAPE.sd7AF wrote:ahk, NTai installer setups are getting annoying to create because I have to create a copy fo the XTAPE folder for XTA PE V2/3/4/5/5.5 could you not shove the file inside another archive so FU doesnt complain XTAPE.sd7 already exists so that when users put it in their mod fodlers it's always XTAPE.sd7?
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I would say that that should have been higher even without trying. I am saying this mostly because of Imolators.NOiZE wrote:......Code: Select all
V5.5 - Increased L1 Radar Range by 10 %
For the lvl-1 pop ups, the lvl-1 radar was hardly enough. It needed to be very close to him to cover the same range as the range of the pop up which has 1300. For the Imolators, with 1500 range, they were far from enough. I think that lvl-1 radars should cover somewhat confortably the range of all lvl-1 units.
Personally i hate the imolator. I think it is a insane unit for lvl-1 warfare. But it is there with it's 1500 of range.
Anyway, i liked all of the changes and will try to see how the new range of lvl-1 radars feel like.
Code: Select all
[MOD]
{
// mod_info.txt stuff here
[NTAI]
{
tdfpath=XTAPE;
}
}
Ahk I dont like the sound of that at all, having to explain to people that fi they want to use XTA with NTai they need to use a mutator, forcing everyone who plays in a multiplayer game with a bot to have downlaoded NTai, everyone who wants to watch a replay with NTai having to have the latest version ahk ahk ahk ahk ahk...
It seems I'll ahve to make the change myself and make my installer patch the mod file automatically or add a 7th XTA buildtree folder whose contents are identical to the other 6 XTA folders along witht eh 6 learning files and the 6 DT handling cache data, and the 6 mex cached positions......
It seems I'll ahve to make the change myself and make my installer patch the mod file automatically or add a 7th XTA buildtree folder whose contents are identical to the other 6 XTA folders along witht eh 6 learning files and the 6 DT handling cache data, and the 6 mex cached positions......
well in 1.4 AA flash>>>gator
in pimped 5 flash~<gator
in pimped 5.5 flash~~~gator
:)
its not that simply btw, apparently burst speed etc foul up the simple maths calculations :< NOiZE said the same when i said the same :)
i'll still promote it a bit tho :)
in pimped 5 flash~<gator
in pimped 5.5 flash~~~gator
:)
its not that simply btw, apparently burst speed etc foul up the simple maths calculations :< NOiZE said the same when i said the same :)
you aren't using the pretty silencer anymore NOiZE? :< Radar changes i'm loving and the EMG boost as well...but for the love of god NERF HLT- Substituted CorSilo for Zenka's Silencer.

i'll still promote it a bit tho :)
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53