--== XTA v6.0 ==-- - Page 6

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

All game release threads should be posted here

Moderator: Moderators

User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

krogothe wrote:Personally i find that the raider/stumpies are so similar to flashes/gators they should be removed or changed to fill another role.
Well how do we need to change this then?

Also in XTA most wrecks don't even appear on the battlefield, because of all the firepower around. So would you guys like more wrecks laying around?
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I, for one, would love haveing more wrecks in a mod. Low fire power firefights are fine, because they look just as cool (assuming you have enough units to make it look good) and leave a nifty graveyard behind that can give you cover/resourses.

This one time my entire battle plan hinged on a single krogoth wreck in the middle of a pass. It gave me enough time to build a hefy defence, then i reclaimed it and used the metal to build my OWN krogoth.

Then fourty three nukes hit my base, and I realized i had forgoten to build any anti nuke defences.

Then i lost :(
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Updated the UnitGuide!!

Unit Guide

go bookmark it!!
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Stumpies, performing as flashes cant. (dont recommend watching the hole replay).

Good update on the guide, can weapons have their stats on that very same page?

(green logos hehe).

btw, fileuniverse is having trouble with me uploading replays, its broken it seems, and will have to put the file on other category..

e: .. are zeuses aiming slower than usual? (heh sry it took me long to ul).

e:min3mat, maybe you got the wrong file?
its xta game. PEv5.
Last edited by mongus on 18 Apr 2006, 03:41, edited 1 time in total.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

LOL!
MoNG we ALL know they are useful in AA, we are talking about XTA lol :D
and @ the other comment that is untrue, EMG is now about teh same as gator laser, its far better balanced.
But in XTA all they have to offer is a tiny sliver of extra health a extra bit of range and a slower speed, hardly ideal for, what should be, a main battle tank, with the flash fulfilling a early raider/rusher and support role
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Stumpies can fire over wrecks and DT.

Flashes can't.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Turns out i was right about the freakers due to the spring bug where all lasers fire twice, which made them 2x more powerful than intended. Lots of stuff will need to be reversed (such as flash/peewee boost).
moral of the story:
-If you sit about waiting for endless tests nothing gets done and the game remains uber-unbalanced.

I wrote a groupai that provides efficiency stats for units (DPS/cost, hp/cost resource production/cost etc), however due to interface bugs units return a zero reload time and it claims every unit fires over 13 billion times before reload, so it only works for passive units such as builders.
The testing has shown air builders are pretty powerful in xta cost-wise (as good as most land units), especially in HP but in buildpower too and that light fusions and air pads are the way to go instead of fusions if you have the space.
Some of you will remember KAI building airpads all over. Well, they are 50% more efficient than solars at energy production!
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Indeed, due a current Spring bug, All lasers are fired twice. Thus doing double Damage (beamlasers are not effected). This is already fixed for the next spring release. So i reverted most changes, the new version will be shiped with the next Spring.

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

Post by Min3mat »

what to say but ^.^? :)
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Min3mat wrote:what to say but ^.^? :)
And how exactly would the be pronunced?

Nice work with the new version NOiZE.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I dont see the tdfpath for NTai anywhere, a tag that'd also come in useful for OTAI as it uses the same sort of thing only in a slightly different context.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

What exactly is needed to be compatable with ALL AI's?

Made my modinfo like this:

Code: Select all

[MOD]
{
	Name=XTA v6.0;
	Description=XTA;
	URL=http://www.clan-sy.com/;
	ModType=1;
	NumDependencies=3;
	Depend0=springcontent.sdz;
	Depend1=otacontent.sdz;
	Depend2=tatextures.sdz;

[NTAI] 
{ 
tdfpath=XTAPE; 
}
}
is that correct?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The above will make NTAI laod from NTAI/XTAPE/ rather than NTAI/XTAPEV55.SDZ/

It will do well for XTA and XE8 support, thankyou
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

Hi!I think that it can interest for the future XTA editions.
Im testing for my mod new turbine colors and, after some others I discovered that the pink one are showed very good ingame.Ive utilizing for Core, since the ARM blue is Cool, and TLL have your own custom color - a white blued one.
VonGratz

[img][img=http://img505.imageshack.us/img505/4387/pink9gl.th.jpg][/img]
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

And how exactly would the be pronunced?
loudly with a wide grin on your face :)
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

to bump this thread and further test my AI:

Okay, heres a report on all units which should help on balancing. The efficiency score is worked out from a myriad of things and not just the values shown, and only works well for units with similar roles, so dont compare AA with ground assault, but more like lvl1 ground defenses vs level 2 ones, builders, etc. It is actually quite reliable if you know how to interpret, which you may choose to ignore it due to ignorance or arrogance. I havent got the time to be arguiing what should be made of this info, see if you can find any use to it.

http://www.fileuniverse.com/?p=showitem&ID=3056
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I like very much statistical information as well as mathematical studies of mods. However, that information you present is useless unless we have access to what formula was used to calculate the values.

DPS per cost / HP per cost - How much does a unit costs? You don't even seem to be taking in consideration buildtime. And how do you calculate the cost from the metal and energy costs? How much more is metal worth than energy?

Estimated Efficiency - What is that? Where does that value comes from?
krogothe wrote:... It is actually quite reliable if you know how to interpret, ...
Not only will i probably contest the calculations, but we also have no way to interpret those values because we do not know how they were calculated. I guess that makes us all ignorants and arrogants, not you.
krogothe wrote:... you may choose to ignore it due to ignorance or arrogance. ...
That is actually quite arrogant from your part.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

PauloMorfeo wrote:I like very much statistical information as well as mathematical studies of mods. However, that information you present is useless unless we have access to what formula was used to calculate the values.

DPS per cost / HP per cost - How much does a unit costs? You don't even seem to be taking in consideration buildtime. And how do you calculate the cost from the metal and energy costs? How much more is metal worth than energy?
1 metal = 40 energy, seems to work well enough. I dont factor in buildtime on those two calculations since pretty much any non-shit player will be using up all their metal/E instead of buildpower, having plenty of it to spare for 95% of the game, and therefore having its resource cost limit its production, and not buildtime. If you waste resources because the units you build have too much buildtime then its your minority problem.

Estimated Efficiency - What is that? Where does that value comes from?
Im not going to post intricate details on the formulas used. I dont care if you dont like it, i do what i want, and i did state making use of it was optional. Dont think its good enough for you? ignore it.

Not only will i probably contest the calculations, but we also have no way to interpret those values because we do not know how they were calculated. I guess that makes us all ignorants and arrogants, not you.
That is actually quite arrogant from your part.
No, it is not. its just you dont even understand the context i used for the words ignorance and arrogance, and you proved my point. You are ignorant about how the values were obtained and then arrogant thinking that you MUST know better than me, even if you do not know how it works in first place. You then show complete ignorance of my intentions by thinking i am trying to offend anyone with the word ignorance. My post above wasnt arrogant. This one is :wink:

If you dont like the way i got those stats, go dig and calculate them out yourself instead of giving me unconstructive bitching and whining, i can do without that. Have a nice day.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Krogothe I know you dont want to say anything about hwo you got those figures, (said on forum something along the lines of "It'll expose core parts of KAI's workings" when asked if he was going to release source code), but without any equation ro algorithm or exaplanation your figures become just as useful as some random person randomyl saying unti xx is overpwoered...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

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
Post Reply

Return to “Game Releases”