NICE
XTA
Moderator: Moderators
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
Noruas has come up with a gr8 consept! Hows about lowering the turn rate of fast weapons!
This itself doesnt sound like much i know, but by doing this the unit itself will have to be microed more to keep it out of danger & it would take more damadge when scouting when it bumps into a enemy unit.
Lowering its turn rate basicly means the player will take more damadge as the fast-w will take longer to turn away from defending units, when it runs into firing range.
Less responce time = more micro as the player will have to make split second judgments on fast-w direction.
Ow and Ivory the lvl1 Missle Towers ARE STILL THE SAME DMG AND HEALTH THEY HAVE NOT BEEN NEFED!
From the little feedback i have recieved there are going to be some changes to XTA_V8, i hope to produce GOLD vertion for final testing by the end of the weekend.
As for the sfx included in XTA_V8 if we all bug Noruas REALY hard he might get the flak effect working for us
+ he even hinted at a new nuke explotion sfx, this however maybe asking to much!
I may prospone the public release untill noruas has the sfx, pending on how close to compleation he is. If he hasent started it yet ill talk to SJ n Noize asap. (prosponing the launch is not a wise idea and will only be prosponed on the grounds of EXTREAM EYECANDY! )
The new HLT n GAAT tower sfx look gr8, as does noruas's new flame effect after i toutched it up a bit. (smoke seemed to black n big) but having the flak sfx in the release would ROX. We got the sfx working on the older engine but since the update its gon soure
Ow one more thing, i intend to produce an easy to read vertion of the l8est change log when final ideas are met
This itself doesnt sound like much i know, but by doing this the unit itself will have to be microed more to keep it out of danger & it would take more damadge when scouting when it bumps into a enemy unit.
Lowering its turn rate basicly means the player will take more damadge as the fast-w will take longer to turn away from defending units, when it runs into firing range.
Less responce time = more micro as the player will have to make split second judgments on fast-w direction.
Ow and Ivory the lvl1 Missle Towers ARE STILL THE SAME DMG AND HEALTH THEY HAVE NOT BEEN NEFED!
From the little feedback i have recieved there are going to be some changes to XTA_V8, i hope to produce GOLD vertion for final testing by the end of the weekend.

As for the sfx included in XTA_V8 if we all bug Noruas REALY hard he might get the flak effect working for us

I may prospone the public release untill noruas has the sfx, pending on how close to compleation he is. If he hasent started it yet ill talk to SJ n Noize asap. (prosponing the launch is not a wise idea and will only be prosponed on the grounds of EXTREAM EYECANDY! )
The new HLT n GAAT tower sfx look gr8, as does noruas's new flame effect after i toutched it up a bit. (smoke seemed to black n big) but having the flak sfx in the release would ROX. We got the sfx working on the older engine but since the update its gon soure

Ow one more thing, i intend to produce an easy to read vertion of the l8est change log when final ideas are met

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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
FOTB Edition - http://www.unknown-files.net/index.php? ... &dlid=1840
Gizmo, just copy the icons directory, icontypes.tdf, and the fbi files to get icons working.
The onle fbi files I changes aside from adding the icon tag are zipper, freaker, hammer, and thud.
Gizmo, just copy the icons directory, icontypes.tdf, and the fbi files to get icons working.
The onle fbi files I changes aside from adding the icon tag are zipper, freaker, hammer, and thud.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
turn rate of the zipper... that sounds like a plan as then the com has a chance of d-gunning it before it hoons away. my other idea would be to keep it exactly the same but only like it fire 180 degrees infront of it, so it cant fire while its microing away from defending units. this would mean it isnt possible to AVOID ALL HARM and MAKE YOUR BASE ITS (Prison Pal), which must be a good thing.
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- XTA Developer
- Posts: 266
- Joined: 24 Aug 2006, 01:33
Yeah i thought it was a good plan, im going to test it out later tonight.
And im going to increase the acceliration rate of the morty, not faster that a Zeus but about the same. This means it will be more manuverable for a faster retreat but still can be chased down by faster units. Its a bit to slugish atm.
Also im definatly going to have a go with the icons from FOE, chears for that dude.
Thank-you for the feedback chaps

And im going to increase the acceliration rate of the morty, not faster that a Zeus but about the same. This means it will be more manuverable for a faster retreat but still can be chased down by faster units. Its a bit to slugish atm.
Also im definatly going to have a go with the icons from FOE, chears for that dude.

Thank-you for the feedback chaps
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
N*gga stole my flak!P3374H wrote:NICE
Last edited by Caydr on 14 Oct 2006, 20:31, edited 2 times in total.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
sure its yours? it could just be a very accurate re-creation
halving the health of the zipper will render it hideously weak. I dont think giving it a fire arc will cripple it too much: it will still be able to attack where theres a missle tower or any weak defence, and at l2 charge through a frontline. it just cant micro round a base untouched by the com or kbots early game which i thought was the problem at hand anyway?
halving the health of the zipper will render it hideously weak. I dont think giving it a fire arc will cripple it too much: it will still be able to attack where theres a missle tower or any weak defence, and at l2 charge through a frontline. it just cant micro round a base untouched by the com or kbots early game which i thought was the problem at hand anyway?
Last edited by 1v0ry_k1ng on 14 Oct 2006, 20:49, edited 1 time in total.