XTA Classic version? - Page 2

XTA Classic version?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Which balance version to use?

.66se
11
34%
9.2
7
22%
somewhere in the middle (noes)
14
44%
 
Total votes: 32

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: XTA Classic version?

Post by AF »

I suspect the things that need fixing in .66 break the very things your going back to 0.66 for in the first place. They are possibly even caused by the things that need fixing in some cases,a nd fixing them might introduce new flaws such as the ones that were introduced in the version after 0.66.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: XTA Classic version?

Post by Sheekel »

AF wrote:fixing them might introduce new flaws
that a risk all mod developers face, this one is no different
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: XTA Classic version?

Post by AF »

I'm just saying you might end up with something completely different to what you expected only to find there are XTA 0.66 threads in your forums just like this one.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: XTA Classic version?

Post by 1v0ry_k1ng »

Trust me, i hate the 9.45 amphibs more than you
but not as much as me ^^

and if you wanted to rez a version of xta, you'd do better to look around 9.1-9.2 area since 0.66 balance is shocking compared to the more recent incarnations
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: XTA Classic version?

Post by Sheekel »

I've been speaking with more XTA devs:
The only version of XTA for Spring that I was involved in was the initial. All changes after that were made by various Spring players and I have no idea what its current state is, most likely totally fucked up. The problem with XTA and Spring is and was that Spring isnt TA. SJ decided to add stuff he thought was cool which the mod simply was not balanced for (like units being unable to fire trough each other, autotargeting, 2x los range and more).
I simply did not have the energy to start over again from the beginning, but I have continued work on XTA for the TA engine.

XTA started out as a haphazard improvement upon TA but I eventually realized that it was impossible to know if I had any balance unless I developed a balancing system which then enabled me to diversify the units a lot. Unlike other OTA mods like Uberhack, XTA does not make missile units air only,most other mods went the way of disabling or weaken them. If you want to I can send you the current version of XTA for TA and some demos. You might have to use the .resync command on some due to the demo being recorded with old data, remember that .sonar doesnt work after you have typed .resync.
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