(x)TA Spring
Posted: 18 Sep 2010, 07:21
"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 f*** up. The problem with XTA and Spring is and was that Spring isnt TA. I decided to add stuff I 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.
Units in OTA does not fire automatically on radar targets unless you have built the radar targeting building. I introduced this for some reason among with other things and it really penalized L1 units. XTA is still being developed after a couple of years of downtime, if you have TA installed you can join us in an XTA game.
When you develop a mod the most difficult thing is to calculate the correct unit pricing, when I introduced my changes I invalidated my previous scheme and I would have to start over from the beginning which I did not have stamina for. IMHO it was a major mistake to not make TA:Spring to have identical game mechanics as TA from the beginning.
I suggest you call your derivate of XTA for something else than XTA, perhaps "S(hekel)TA" or whatever you find suitable, there are too many XTA variants already that I havent had any hand in creating and I cant really answer for them. As I wrote before, the only version of XTA for spring that was made by me was the first one."
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.
Units in OTA does not fire automatically on radar targets unless you have built the radar targeting building. I introduced this for some reason among with other things and it really penalized L1 units. XTA is still being developed after a couple of years of downtime, if you have TA installed you can join us in an XTA game.
When you develop a mod the most difficult thing is to calculate the correct unit pricing, when I introduced my changes I invalidated my previous scheme and I would have to start over from the beginning which I did not have stamina for. IMHO it was a major mistake to not make TA:Spring to have identical game mechanics as TA from the beginning.
I suggest you call your derivate of XTA for something else than XTA, perhaps "S(hekel)TA" or whatever you find suitable, there are too many XTA variants already that I havent had any hand in creating and I cant really answer for them. As I wrote before, the only version of XTA for spring that was made by me was the first one."