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Posted: 30 Apr 2006, 19:06
by krogothe
AF wrote: without any equation ro algorithm or exaplanation your figures become just as useful as some random person randomyl saying unti xx is overpwoered...
Thats what everyone does on the mod forum anyways :lol:
Sorry for the data being so damn completely innacurate just because i didnt include the buildtime and post the formulas. Ill keep a mental note to never try and help people balance their mods again.

Posted: 30 Apr 2006, 20:06
by Min3mat
KROGOTH IS OVERPOWERED!!11!!1
and his bugabusing AI too ^_^

Posted: 01 May 2006, 08:09
by Maelstrom
NOiZE, the templates used in the stats pages is bugged. Try the templates from the latest release of the Modweb, they are w3c compliant and everything.

Posted: 08 May 2006, 10:59
by NOiZE
In the next Spring version we can modify the "Team%i(%s) is no more" messages

So the in the next spring version XTA will have /gamedata/messages.tdf

Code: Select all

[messages]
{
        [Team%i(%s) is no more]
        {
                tr1=Team%i(%s) has been obliterated;
                tr2=Team%i(%s) has been liquidated;
                tr3=Team%i(%s) has been eradicated;
                tr4=Team%i(%s) has terminated;
                tr5=Team%i(%s) has bowed out;
                tr6=Team%i(%s) has gone to a better place;
                tr7=Team%i(%s) has been shown the door;
                tr8=Team%i(%s) has left the scene;
        }
} 
Good Old OTA times :-)

Posted: 08 May 2006, 11:01
by Zenka
tr9=Team%i(%s) has been annihilated;

Posted: 08 May 2006, 16:24
by ginekolog

Code: Select all

tr10=Team%i(%s) got Ground-Zero;
tr11=Team%i(%s) has BSOD (blue screen of death);

Posted: 08 May 2006, 17:58
by .MJJNL.
Image
well heres a bug of the hammer when you set it on high tre then it shoots very strange...

Posted: 15 May 2006, 19:21
by NOiZE
.MJJNL. wrote:Image
well heres a bug of the hammer when you set it on high tre then it shoots very strange...
i tried to fix that but i didn't manage so maybe some decent scripter can help me on this one?

Posted: 16 May 2006, 21:06
by NOiZE
Archangel of Death Fixed this one for us, Thanks!!

Posted: 27 May 2006, 17:13
by NOiZE
For next spring release!

Code: Select all

V6.1
- Added messages.tdf for end game messages
- Fixed Hammer script
- Increased Bulldog and Reaper size by 5%
- Doomsday Machine HP tag is now alwasy visible
- Substituded Armflea with zenka's model
Image

Posted: 27 May 2006, 17:30
by BigSteve
hehe nice new fleas :)

Posted: 27 May 2006, 23:32
by mongus
not so harmless fleas in xta 8) remember the scale!! (fleas are bigger than pewees in xta :shock: ).

are hedgehogs amphibious?.. can they fire from underwater?..

(cant test right now).

Its a good idea, because .. ships dont have any antinuke measure.

Thanks Zenka and Noize!

Posted: 28 May 2006, 01:09
by FoeOfTheBee
I think XTA would be improved by reducing the Jethro´s maxhp, and decreasing its speed. Also by slightly increasing the Hammer/Thud's range.

Posted: 29 May 2006, 13:56
by NOiZE
SJ proposed some other changes aswell so the new changelog is as this:

Code: Select all

- Added messages.tdf for end game messages
- Fixed Hammer script
- Increased Bulldog and Reaper size by 5%
- Doomsday Machine HP tag is now alwasy visible
- Substituded Armflea with zenka's model
- Reduced Annihilator range by 100 (1995 --> 1895)
- Increased Punisher range by 100 (1900 --> 2000)
- Increased Guardian range by 100 (1950 --> 2050)
- Reduced Brawler, Rapier HP by 100 (1250/1300 now)
- Fixed armor.txt and weapons.tdf a bit
- Made armspider a emg weapon
- Removed 2 unused movementclasses
- Changed the Commanders movementclass to a Kbot on now, so map multipliers work properly
- 100 folded the commander costs, so he doesn't gain Experiance that fast!
There is some new code in the next spring so jethro's/crashers will be a bit less effective:

- Missile weapons no longer tracks to exact position of non flying units (make missile units weaker against radar targets)

And spiders won't become really good soon anymore.

- Stun damage units now receives 1/10 of normal experience and no experience for attacking already stunned units.

Hmm about those anti nukes seems like a good idea

EDIT

added on thing to the changelog

Posted: 29 May 2006, 14:29
by colorblind
Every change sounds like an improvement to me, good work!

Btw are there any shield units scheduled? I know SJ implemented new shield FBI tags; it would be a shame if they went unused.

Posted: 29 May 2006, 16:34
by SJ
- 100 folded the commander costs, so he doesn't gain Experiance that fast!

This is kind of stupid it will make every enemy unit aim for the commander (although they already do that partially) and get huge amount of experience.

Posted: 29 May 2006, 16:47
by NOiZE
SJ wrote:- 100 folded the commander costs, so he doesn't gain Experiance that fast!

This is kind of stupid it will make every enemy unit aim for the commander (although they already do that partially) and get huge amount of experience.
IMO it makes the commander more important

And if they already mainly target the commander now, it won't change that much.

Posted: 29 May 2006, 16:56
by NOiZE
maybe you understood me wrongly (trademark did)

I made his costs 100 times HIGHER

700 metal --> 70000 metal

Posted: 29 May 2006, 19:05
by Zenka
If it means all units will rediculously prioritize the commander, then it's bad.
In E&E all units will always aim for the command unit. And since it has a load of HP, it can absorb all dmg, keeping all surrounding units save.

Posted: 29 May 2006, 19:11
by NOiZE
the commander can still kill....