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Posted: 30 May 2006, 15:41
by NOiZE
Ok maybe 100 times more is a bit too much.... changed it to 10 times more the costs
Posted: 30 May 2006, 21:28
by NOiZE
As SJ fixed so units no longer get experience for the "overkill" damage they do
I will increase the commander costs only 3 times and see how that goes.
Posted: 31 May 2006, 03:47
by mongus
the first changelog i liked..
the seccond.. well makes ambushers/punishers bit (5%?) more dangerous..
those cannons are already quite powerfull...
Altought, the annihilator needed something that could challenge and kill it... so .. maybe its ok, its small ammount. Just wont like to be shelled by lazy ambusher porcer/walkers.
sad on the crashers..

... i didnt see them as ovepowered.. but usefull to kill llts... anyhow it was not good they locking on the actual unit when they were able to only see the radar blip.
Emg weapon = pewee like? .. its almost the same. emg has tiny disadvantage over laser, on some ocations.
remember the scale on the flea!

Posted: 31 May 2006, 10:31
by Zenka
Is it bad that the flea is turned down in size?
It doesn't change much. And above all: it's a flea!
Posted: 01 Jun 2006, 07:07
by mongus
a flea is stronger, makes more damage, has bigger range, its faster... than a pewee.
Its actually level 2 unit.
But my reason is i liked it like as a strong fast dangerous looking unit rather than a small little one.
Posted: 03 Jun 2006, 15:47
by NOiZE
How it looks in XTA v7 atm:

Posted: 11 Jun 2006, 22:14
by NOiZE
Changelog wrote:
V7
- 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
- Subtituded 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
- Multiplied the commander costs by 3, so he doesn't gain Experiance that fast!
- Increased Area of Effect of Flakkers by 20%
- Increased Fusion size by 30%
- Fixed The missing explosion on the Leveler
- Added Groundflashes to explosions
Posted: 12 Jun 2006, 09:16
by Monkwarrior
Excellent news, will try it later on
Monk.
Posted: 12 Jun 2006, 16:25
by Zenka
Changelog wrote:
V7
- Reduced Annihilator range by 100 (1995 --> 1895)
- Increased Punisher range by 100 (1900 --> 2000)
- Increased Guardian range by 100 (1950 --> 2050)
That's just becouse you hate me
Changelog wrote:
V7
- Subtituded Armflea with zenka's model
Well, that makes things even again ^.^
Posted: 14 Jun 2006, 08:21
by Das Bruce
Roughly how many pollies are the current commanders?
Posted: 21 Jun 2006, 02:04
by DakarMorad
This might not be the right place to ask this, but how comes FARKs in XTA can resurrect? I always thought the difference between farks and necros made the game more interesting by giving each side a different strategy. The biggest problem with that, hawk swarms, has been weakened considerably (I think).
Also, the title is now innacurate.