rebalanced 0.9
Posted: 17 Oct 2005, 02:04
Hi
i put my first version of my "mod" rebalanced on fileuniverso for free testing. PLEASE BEFORE flaming try it out and test it more than one time and try to disconnect from the "I build only this unit untill i win" thought - u will lose against one who is more flexible and knows for which unit which is good for.
Here the readme:
"Balancechanges for Version 0.91
- Vulcan and Buzzsaw shoot a bit faster and have a slightly higher accuracy (10%)
- Cans are a bit slower (from 1.3 to 1.2)
- fixed Bug that Reapers couldnt shoot
- Goliaths a bit more Damage and HP
2 Klasses of Armor:
heavy Armor: (to counter with Flamers and Lighnings - double Damage)
CORREAP=
ARMBULL=
CORSUMO=
CORCAN=
super heavy Armor: (to counter with Annihilators [stationary, mobile], Snipers, Doomsdayweapons and Canlasers - triple Damage)
CORGOL=
CORKROG=
normal: (normal Damage)
all other units
most wrecks of mobile Units have been changed to heaps. So you can attack easier in big masses
Mobile Units:
- Commanders much more HP
- Krogoth and Goliath less HP (much) (still the best units if you have no counter)
- Goliath less Damage
- Bulldog and Reaper more Damage
- Panther more HP
- mobile Fusionreactor (Arm) more HP (nearly doubled)
- a lot of Units higher Damage
- Artillery and Rockets higher Range (longer than all defensive Structures)
- Range of Annihilator and Doomsday reduced
- Damage of Annihilator and Doomsday reduced against Airunits
- Doomsday and Annihilatordamage changed
- Maverick more HP and Damage, but more expensive
- Sniper, Raven some more HP
- Raven a bit more accurate now
- Sumo range reduced, damage increased
- Canlaser has a different color now to show, that its an extraweapon against super heavy armor
- Speed of some Units changed (for example Zeus faster a bit)
- Lvl 1 Missilevehicles more Damage, HP and Burstmode (more expensive too)
- increased LOS for some Units
- Prices of most Units changed (most time not more than 10%-20%)
- buildtime changed a bit for changed units
Air:
- most Units more HP (to compensate higher damage of groundunits)
- transports much more HP and higher costs
- brawler a bit less damage
Stationary Units:
- LLT stronger (Range, Damage and HP increased)
- most Units more HP
- defensive Structures more HP and most more Damage
- Lvl 2 Konstructionbuildings higher workertime (from 200 to 300)
- CorGant higher workertime (from 400 to 500)
- some Prices changed (for example most Turrets are more expensive now)
- Nukebuildings (offensive ones) doubled Prices and Buildtime
- Range for Doomsday and Annihilator reduced
some changes semms to be senseless. For example 4 Mavericks win against a Goliath or so, but you need to know, that in XTA its impossible for nonballistic weapons to shoot over other Units and so, less strong Units are everytime better than a lot of weak Units. Test it in big Numbers (100 Units or more) and you will see that i m right
Goal of this "mod" is to put A LOT more tactic to the game. With the stronger Defensetowers its not so easy to attack a well defended base, but with the higher range of Artillery and Rockets you can force your enemy to come out of his base. And with the different Armorclasses unitspamming of only one or two types should be killed. Another fine tactic are Airtransports who are much stronger now..."
to find at http://www.fileuniverse.com/?p=showitem&ID=1649
i put my first version of my "mod" rebalanced on fileuniverso for free testing. PLEASE BEFORE flaming try it out and test it more than one time and try to disconnect from the "I build only this unit untill i win" thought - u will lose against one who is more flexible and knows for which unit which is good for.
Here the readme:
"Balancechanges for Version 0.91
- Vulcan and Buzzsaw shoot a bit faster and have a slightly higher accuracy (10%)
- Cans are a bit slower (from 1.3 to 1.2)
- fixed Bug that Reapers couldnt shoot
- Goliaths a bit more Damage and HP
2 Klasses of Armor:
heavy Armor: (to counter with Flamers and Lighnings - double Damage)
CORREAP=
ARMBULL=
CORSUMO=
CORCAN=
super heavy Armor: (to counter with Annihilators [stationary, mobile], Snipers, Doomsdayweapons and Canlasers - triple Damage)
CORGOL=
CORKROG=
normal: (normal Damage)
all other units
most wrecks of mobile Units have been changed to heaps. So you can attack easier in big masses
Mobile Units:
- Commanders much more HP
- Krogoth and Goliath less HP (much) (still the best units if you have no counter)
- Goliath less Damage
- Bulldog and Reaper more Damage
- Panther more HP
- mobile Fusionreactor (Arm) more HP (nearly doubled)
- a lot of Units higher Damage
- Artillery and Rockets higher Range (longer than all defensive Structures)
- Range of Annihilator and Doomsday reduced
- Damage of Annihilator and Doomsday reduced against Airunits
- Doomsday and Annihilatordamage changed
- Maverick more HP and Damage, but more expensive
- Sniper, Raven some more HP
- Raven a bit more accurate now
- Sumo range reduced, damage increased
- Canlaser has a different color now to show, that its an extraweapon against super heavy armor
- Speed of some Units changed (for example Zeus faster a bit)
- Lvl 1 Missilevehicles more Damage, HP and Burstmode (more expensive too)
- increased LOS for some Units
- Prices of most Units changed (most time not more than 10%-20%)
- buildtime changed a bit for changed units
Air:
- most Units more HP (to compensate higher damage of groundunits)
- transports much more HP and higher costs
- brawler a bit less damage
Stationary Units:
- LLT stronger (Range, Damage and HP increased)
- most Units more HP
- defensive Structures more HP and most more Damage
- Lvl 2 Konstructionbuildings higher workertime (from 200 to 300)
- CorGant higher workertime (from 400 to 500)
- some Prices changed (for example most Turrets are more expensive now)
- Nukebuildings (offensive ones) doubled Prices and Buildtime
- Range for Doomsday and Annihilator reduced
some changes semms to be senseless. For example 4 Mavericks win against a Goliath or so, but you need to know, that in XTA its impossible for nonballistic weapons to shoot over other Units and so, less strong Units are everytime better than a lot of weak Units. Test it in big Numbers (100 Units or more) and you will see that i m right
Goal of this "mod" is to put A LOT more tactic to the game. With the stronger Defensetowers its not so easy to attack a well defended base, but with the higher range of Artillery and Rockets you can force your enemy to come out of his base. And with the different Armorclasses unitspamming of only one or two types should be killed. Another fine tactic are Airtransports who are much stronger now..."
to find at http://www.fileuniverse.com/?p=showitem&ID=1649