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Posted: 06 Dec 2006, 15:58
by Peet
1v0ry_k1ng wrote: edit: http://p15111940.pureserver.info/xta_v8/ when will this be updated? the core cans stats are out of date...
http://p15111940.pureserver.info/xta_v8.1/ ^_^

Posted: 06 Dec 2006, 20:08
by Kloot
This is completely unrelated to the present discussion, but I noticed XTA has inherited some cosmetic "bugs" from OTA:


Arm radar jammer towers don't play the right (ARM_JAM) sounds when going on-/offline or being selected.

Arm L1 and L2 sonars play the Arm L1 radar's sound when going online.

Arm Floating Sentinels sound like pantsy Arm L1 kbots. :)

Arm L1 torpedo launchers use the default Arm L1 ship sound rather than that of the Arm L2 torp launcher.

Core L1 radar towers play the Arm L1 radar tower's sound when going online.

Core L1 and L2 sonars play the Arm L1 radar's sound when going online.

Core Floating Thunderbolts play nothing when selected. :)

Core Punishers aren't in the same sound category as Core Toasters (like Arm Ambushers and Guardians are).

Core Vipers aren't in the same sound category as Arm Annihilators.

Core L1 torpedo launchers use the default Core L1 ship sound rather than that of the Core L2 torp launcher.


These should be fixed ASAP. :P (Kidding, I obviously don't expect you guys to make details like this a priority.)

Posted: 06 Dec 2006, 23:39
by [KnoX]ElementalGizmo
Obviously sounds arnt a priority, neither is the visuals; game play is ALWAYS on the top of the lists. And yes, yes the d-gun will have a shorter glow effect, lol. (maybe some particles too if i get my own way)

Ill try to organise a meeting this saturday seeming i should have a free weekend (fingers crossed) We will go into details of the stats n sutch n ill posta report when we are happy with what we have all agreed on.

Till then keep playing, have fun n post anny thoughts of stats you believe to be best suited. Im allways listening to the community oppinions :P

Posted: 07 Dec 2006, 02:21
by AF
Sounds can have a big impact on gameplay, infact I have experienced the Viper vs Annihilator difference, because we've all learnt the annihilator sound from the viper sound and can tell which is firing at us.

It also undermines the quality of XTA when you see small bugs like that not geting fixed from version to version...

Posted: 07 Dec 2006, 10:14
by The_Big_Boss
I hardly think sea units and radar or anti radar compares the same way as a viper and annihilator.

Various levels of bugs hurt various levels of quality in xta. I hardly think those sound bugs mentioned deserves much if any priority at the moment.

The giving particular sounds for particular units is a new thing to me. I never viewed xta to miss those special features since I never figured that was a feature worth needing or recognizing.

Anyway, I think vehicles need focus right now. I think the bulldog is nerfed. It can't keep up with piros, and ur better off storming the front with warriors or zeuses. I dont know, I think it deserves to be looked into.

Posted: 07 Dec 2006, 10:56
by Chojin
There was a typo in ARMTSHIP.fbi and CORTSHIP.fbi, which was handled badly by the conversion:
> grep MaxDamage ARMTSHIP.FBI
MaxDamage=1333:energyuse=0.3;
> grep MaxDamage CORTSHIP.FBI
MaxDamage=1413:energyuse=0.3;
Thanks for pointing out, will be fixed in next release.

Posted: 07 Dec 2006, 16:59
by 1v0ry_k1ng
the main prob with the Vlabs is the units are all powerful and costly. there is no chance of making groups early game, so really going V is more of a l3 option. the nearest thing to medium tanks are the panther and riot tanks, and they are still expensive. battle tanks are too expensive to use en masse. I personally dont see a problem with anythng but the sheer crapness of the reaper.

Posted: 07 Dec 2006, 22:29
by The_Big_Boss
lol

Posted: 08 Dec 2006, 00:51
by knorke
Dont know if this has been said before but it just ruined my game:
The Core Level 1 transport ship has 0 healthpoints,
Down goes the invasion! :shock:
/edit:
Same for the Arm version.
But ok, just noticed its an known error.

Posted: 08 Dec 2006, 00:52
by pintle
Chojin wrote:There was a typo in ARMTSHIP.fbi and CORTSHIP.fbi, which was handled badly by the conversion:
> grep MaxDamage ARMTSHIP.FBI
MaxDamage=1333:energyuse=0.3;
> grep MaxDamage CORTSHIP.FBI
MaxDamage=1413:energyuse=0.3;
Thanks for pointing out, will be fixed in next release.

Posted: 08 Dec 2006, 08:13
by The_Big_Boss
How bout a new level 2 transport ship?

Posted: 08 Dec 2006, 09:06
by Neddie
Why not?

Posted: 08 Dec 2006, 12:45
by 1v0ry_k1ng
the l1 transport ship will be fine once it has HP, as long as the arm works at superfast speed. how many units can it carry?

Posted: 08 Dec 2006, 14:11
by pintle
i think its transport capacity is based on mass, tho that is just a gut feeling..

Posted: 08 Dec 2006, 14:17
by 1v0ry_k1ng
that'd be cool. FIXED MY GCARD FINALLY! could goliaths be set so they dont target air? its damn annoying when one fires at a gunship, misses and blows a great hole in your own base.

Posted: 08 Dec 2006, 16:10
by pintle
but when the golly does hit that brawler... :P

Posted: 08 Dec 2006, 16:12
by Maelstrom
pintle wrote:but when the golly does hit that brawler... :P
it goes boom and the golly then tries to shoot the other 99 brawlers, raping the rest of your base that isnt dead yet.

Posted: 08 Dec 2006, 16:16
by pintle
y'know i might just have been joking there :)

Posted: 08 Dec 2006, 16:19
by Maelstrom
y'know i might just have been joking as well :)

Posted: 08 Dec 2006, 17:11
by Maelstrom
(double post, oh well)

Hey XTA dev guys, im making a central location for modweb mod stat page things, do you want XTA chucked on there as well? Ill keep it updated and everything, just poke me if you want one.