XTA - Page 14

XTA

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.

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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

yes, i stole it, 5 months ago, Caydr, i dont play AA so i dunno what thou speakith about.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Mine is going to be even better, when I get around to having a flak vehicle :wink:
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Oh really.
Noruas, some shrapnel (use CDirt) would be a nice addition to the smoke puffs.
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

I like the idea of a reduced fire ark. TBH talking about l2 lab building zippers for late game raids... I would either use warriors, or assist con on the l1 lab and use the l2 lab for something else, i cant recall seeing anybody using l2 lab for fast attack k's, but then again i have never looked. Do we really need l2 lab to be able to produce them?
[KnoX]ElementalGizmo
XTA Developer
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Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Some people such as myself often reclaim the lvl1kbot lab to fund the creation of the lvl2kbot lab.

The fast-w are extreamly usefull for scouting eaven late in game, especially if u cant afford an aircraft plant to build peepers.

The fast-w is needed in the build menue of the teck 2 labs. I know some ppl dont use them as they are conparitivly weeker; they are however cheaper and faster than some lvl2 fast units.

The [XHC] are renound for they MASS zipper rushes. However in AA they are conbat enginears so finding a hole in ur base and porking out behind enemy bases is a gd idea.

The idea is rairly used in XTA as the units dont build other units. But mexer hunting is still huge.

On larger map where it can be very hard to conpleatly close of ur entire base, 5 Zippers eaven 20min in can be very dangerouse.

Also as they are so cheap laite in-game, they make the perfect distraction. Alot of player will send manny units to counter the little tear aways and can leave there frunt lines conparitivly undefended. Thus if succesful u can move the enemy units direction to a waker point, then consentrate your firepower on one larger point where there annoying big guns are.

Fast-w late in-game are not exactly conbat effective, but for weekly defended mexer hunting and distractions they ROX!
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

actually for their cost, they are still V effective late game. 5 zeus's for example, have far less chance of reaching the lightly gaurded eco at the back of an enemy base than 16 odd zippers for the same cost.
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Thats like comparing chalk and cheese, ofc zues arent gonna be able to skip around defences to the back of a base, theyre slow heavily armoured assault kbots, about as far away from a zipper you could possibly get, by the same token, the 16 zippers are hardly gonna make a dent on a well defended frontline are they?

I still cant see a problem, if crashers are nerfed next version then obviously the zipper needs an hp reduction but Ive played xta a million times and all you need are missile towers (much more effective than crashers, and cheaper I think) or crashers scattered around your base or and its bye bye zippers. Yeah one or two might make it through but they wont last long if you place your tower/units carefully.

Small maps they can be a problem a small reduction in hp should solve that, I definately wouldnt bother messing with fire arcs and turn rates, but im not the one balancing I guess.
[KnoX]ElementalGizmo
XTA Developer
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Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

The consept of the morty having the same acceliration and turn rate of the Zeus was an idea from Noruas. Were not talking its speed here just how fast it reaches that max speed point.

The Zeus it-self isnt a charging unit unless your going to use 15 of them right into the frunt lines BACKED up with arty n AA. We were just going to have a look into it to see if it feels right having the Morty as more of a conbat unit.

But i cheacked the info in the fbi file that Noruas sent me with a funky secondary weapon that works in high-traj mode. (he has already increased these factors)This means we have the accuracy in low traj but a spray effect in high traj. Some of you may notice int XTA7 that Morty in High-traj mode has PIN POINT accuracy, we simply thought that this is a bad move, esspecialy now as the Morty has an increased attack!


I have PM'd SJ a few times now and all in all he just said that he wasnt following the update. I guess that means ive got the raines on this, perhaps i have to inform [WARC]N0iZe but he has only commented once i think about the decoy com size. TBH im not sure whats going on about the legality of this, seeming we are taking over the name of XTA and making XTA_V8. Ill bug MYG about it when i see him about. Im guessing all i have to do is post the update on FU and all is well, there are a few things left to do yet and im not convinced the release will be ready by monday 11pm as i once thought :( perhaps laiter in the week.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Files on FU dont show up on UF without iamacup or someone else taking care of it. They dont show up on cookiebot searches either.
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

Reclaiming a lab is actually pretty inneficient, you dont get as much out of them as you initially put in. Imo, regarding the 16 zippers idea, warriors do it better, and to a lesser extent, pyros. There are of course fleas, but iirc they actually have less hp than zippers.

Chasin breakthrough zippers is dumb, because they are faster than almost everything. L1 gunships can take em out with very little hassle.

I'm still not convinved we need them in l2 lab.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

So if u dont have anny air support your just gunna let them eat away at ur eco, hmnzz?

Like i said CHEAP distraction!

And if most peeps arnt going to build them so what, a few will, including me. And i believe the reclaiming is 100% efficiant, i think! If its been blown up, well thats obviously not going to be 100% lol

Ow & here are a few ideas about player dies end msgs.....

.got blow to realy realy small bits;

.mercy please PLEASE no NOOOOOOOOOOOOOW!;

.Ill be back, i ALWAYS come back!;

.dropped his cheese sandwich in the dilithium crystals;

.did thoughs three fusion generators make me look porky?;

.fall back to the trees my worrieeeeeer---ZOMG!there all dead;

.got his leg cought in the Jefferies tube;

If u got anny CLEAN msg ideas post em up! :P

Ow n tnx AF i didnt know that, ill talk to him l8ers!
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

.all playername's base are belong to us (can we do that?) if not: .'s base are belong to us
.should have scouted more
.thought he was playing AA
.has fallen and can't get up
.tripped over his own dgun
.should watch more replays
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Its best just to upload straight to UF in the first place, register your username and click upload at the side and follow the instructions.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Ow AF anny news on the A.I for v8???
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

not really, I've been a little distracted with other major non mod specific issues lately
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

I think it is really important to get XTA done so that it is released with the next bugfix version, which may be coming out soon.

It really terrible not to have an official XTA release that fixes the noautofire problems with DD's and Anni's.

Gizmo, please release soon, if you don't have time to get things done fast, just ask for help, I'm sure several XTA'ers will be willing to contribute.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Lindir The Green wrote:I agree with FOTB here. I don't want the changes to be so drastic that they completely change gameplay.
+1
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

As far as the to-do list is:

1)Fix spelling errs on the start up screen :oops:

2)Redo the Arm n Core symbol for the coms (and get noruas to get rid of the alpha channels for me RAWR)

3)Teany bit of testing for the fast-w


Think thats it, i may make a better krogy icon as well. Ive done a better change log with less script on it coz this confused some people, bth i havent done much this weekend as i hoped coz of..well....um...painfull things lets put it that way :evil:
And if we are lucky noruas might show up with the goods, i.e that lovely flack. That he kind of seems to of stolen from cydar. Im sure he would of changed it enough to stamp his name on it though.

There isnt much to do now, i would be suprised to not see v8 out by friday! Till then ill battle with photoshop and my R.L work!!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Factories need a seperate icon, theres no way of distinguishing their icons from mexes and windgens.

Also mexes could do with a seperate icon too......
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Coloured borders to differentiate them (the idea's by forboding for E&E btw).

Like economy get's one colour (say yellow or green), factories another (green or blue perhaps), defenses get red 8) and misc stuff like radar/jammers etc get a white border. Just an idea (though not mine).
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