XTA - Page 15

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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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

[KnoX]ElementalGizmo wrote:...
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. ...
For what i understand of it, ask the ones that were in charge of XTA before you what to do (if you should release when you feel like it is ready or if you should get aproval from whom).
pintle wrote:Reclaiming a lab is actually pretty inneficient, you dont get as much out of them as you initially put in. ...
What? That can't be! Are you sure you are not mistaking that with reclaiming the corpse? Off to test it...
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

pintle wrote:Reclaiming a lab is actually pretty inneficient, you dont get as much out of them as you initially put in. ...
that was my mistake the other day.

you get as much metal as the unit costed, but none of the energy.

yet at times 600 metal can mean a lot.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

What is the actual standard amount of metal for wreck and heap?

I use 0.65 and the heap is 0.5 of that. So, 200 metal unit becomes 130 metal wreck, heap is 65 metal.

TradeMark seems convinced that in OTA there were higher values though. He says 0.8 and 0.5 or something like that... IMO, having so much free metal laying around turns the game too porcy though - if all you have to do is sit back and wait for walking free metal to come your way, why do anything else?

I was thinking about trying 0.5 and 0.25, so 200 becomes 100 becomes 25... but TradeMark won't hear of it, and he's the one doing the job :P
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Some strange thing ive noted about aa, is nobody actually reclaims the metal from corpses.

It lays around, and is later "crushed" by units like bulldogs that can run over almost anything in AA.

Its possible related to the low reward in metal that signifies, compared to get a large buildqueue of mohomexes and fusions.


In my xta gameplay, reclaiming the metal left by a battle, early or in middle game, can mean the victory, and, as ive learned as i play, its a very important thing to do.

At almost all times its more important to "secure" a pile of heap with small army, and send a const bot to reclaim, than "expanding" or queuing things.

Reclaiming is actually my second concern in the game, first is tactics.

If reclaimed metal were in the statistics, i bet its more than 30% of my income.


I wouldnt trade such a rich part of playing this mod.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

http://video.google.com/videoplay?docid ... 3219598483


Dont worry about the weird smoke thing, i just added it so people can we the weird stuff.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

The flash on zeuse's lightning looks great! (as it was there since allways).

the other thing is agh.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

What I've got going with the custom unit icons:

Image

Image
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

awesome zeus and icons!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Those icons look far too big.. Maybe make it to where it resizes to cover the units hitbox or something..

edit: Who needs dyanamic lighting with lasers like that :-)
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Nice icons.

i have 2 issues when playing.

I cant see my troops or defenses in minimap.

Some of them are too big. like energy (windmill, commander..).

Image
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Well, giving some feedback on v8 sumo beta..


Just saw in the changelog, pyros and levelers wont hurt themselves with their flames.


Pyros have killed themselves with fire since ota days, and actually that is one of the reason they suck that much in ota.

Xta fixes this, by giving them more hp, speed and maybe something else.

But, the ability to kill themselves has remained.

And its the way its ment to be imo. Pyros are a two edge sword, and require skill to use at max advantage. (this is a reason for the self hurt to be there, micro).

Also, removing this, and not fixing the hp will change balance.



On the rest of the stuff...

well i think ive told already that crahsers got overnerfed, now they are hilarious.

on zippers.. er.. i repeat, for me its never been an issue, and actually, its THE tool to stop/harras porkers. (hence why the hate against them?).
thus the justification for its existence.

A 0 regen rate would be better, but 50% is nice for testing matters.


I have had few games, ... cant tell much more rigth now.. but we need a release soon!.

edit:small mistake there.
dont care if NOT all the proposed changes made it in, but the current issues with v7 are killing the mod.
Last edited by mongus on 18 Oct 2006, 17:18, edited 1 time in total.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Ahh i see foe likes my nuke icon 8)

As for the rest of them, i agree that some are to big. And having a differant icon for all thoes classes makes it over complecated imho. Just an outside view, however, i would like a copy to see formyself (damn it i have to get gimp to get thoes damn alpha channels working!)

As for crashers being OVER nerfed, well a full test on thursday should fix anny of that up.

I HOPE ALL OF THE BETA TESTERS WILL BE ABLE TO HAVE A GRAND FINAL TESTING MATCH LATE ON THURSDAY TO FINALISE ANNY ISSUES

I have yet to do some more work inplanting some yummy eyecandy from Noruas, and some other stuf thats much more boaring lol :?

If you are a beta tester and will be able to play on thursday, plz put a post below tnx
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

I gots teh work for the rest of today, but should be on for a large chunk of thursday.

I would like to re-emphasise mong's objection to the crasher nerf. They are now just silly. In v7 the same number of peewees/aks as the aa kbots would pwn them, i think they got such a bad press because of commander pwnage and taking out llts. I LOVE com pushing, using his LOS to give teh crashers extra range over the enemy's, and repairing them along teh way. That is now suicide with crashers as they are.

I suggested earlier in this thread that their rate of fire is nerfed as opposed to the dmg they do, but that idea seems to have gone unnoticed/been disregarded.

Still cant get my head around new morties and how to use them.

Oh yeah, one last thing, teh load pics have some spelling errors in them :P

TY Giz, i know you have been busting your balls over this, and it is appreciated.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

i think crashers would be fine with just an 80% firepower reduction and the same/speed armour and V7, as it was they were only just better than other l1... Zippers might be easy for you to counter mong but generaly I whack out 3-4 early kbots and still it runs circles round them and owns my eco before expiring leaving me miles behind and on the defensive.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

1v0ry_k1ng wrote:i think crashers would be fine with just an 80% firepower reduction and the same/speed armour and V7, as it was they were only just better than other l1... Zippers might be easy for you to counter mong but generaly I whack out 3-4 early kbots and still it runs circles round them and owns my eco before expiring leaving me miles behind and on the defensive.
Arrrghh, zippers are easy for anyone to counter Ivory, use crashers, zippers and/or missile towers, it actually works yknow.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

yeah I dont have problems anymore cuz i use zippers to counter zippers and all is fine
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

you should probably use missile towers too theyre much more effective and arent as micro heavy, I mean they are hard to build though, so expensive, and that build time, woah... oh yeah and that left click on the build menu and then another to place them... Phew! tough going.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Finally someone who doesnt seem to hate zippers.

Lolage

steve is rigth

zippers vs zippers require too much micro , and MT's usually do a better job, resource wise, micro wise, and BT wise.

i preffer llts though :) plus some ak or 2 random units.


steve is wrong, its not that many clicks.

Code: Select all

bind              Any+3  buildunit_corrl      // misile tower
is the way to go.


Oh, forgot to say in last post, you cant even zipper and freaker damge/s, apply a % instead. Freaker is expensive for a reason.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

[KnoX]ElementalGizmo wrote: I HOPE ALL OF THE BETA TESTERS WILL BE ABLE TO HAVE A GRAND FINAL TESTING MATCH LATE ON THURSDAY TO FINALISE ANNY ISSUES
KK
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

yeah mongs right the freaker should be nerfed in proportion, not to the exact stats of the zipper, as it costs more and core stuff has to be more blingin
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