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XTA Mod Update

Posted: 05 Nov 2005, 20:50
by BalanceOfPower
Can the XTA Mod guys (YankSpankers) release the XTA mod for the people amoungst us that still play original TA a heck of a lot.

We often look at YankSpankers hoping for the "Final Solution"...

:shock:
NEW XTA
:cry:
Not for TA Players

Posted: 05 Nov 2005, 21:24
by Min3mat
wtf are u on about? a xta patch for OTA only or something? :s

Posted: 05 Nov 2005, 21:28
by SinbadEV
XTA used to be an OTA mutation/unitpack or whatever... but it died long ago (probably because they were focused on Spring)... and it is not only currently updated/bug tested for Spring... he is requesting that they release an updated vertion for TA...

Posted: 05 Nov 2005, 21:32
by Min3mat
why play OTA when spring is out...
(if someone says 'gameplay' or 'balance' my beating stick is right next to my poking one)

Posted: 05 Nov 2005, 23:04
by BalanceOfPower
XTA on Old TA is played a lot by us peeps (I play most games NZ vs UK!)

We have given Spring a go and been impressed.

But we still revert back to Old TA + XTA (-Hovers) a lot.

I know everyone wants 3D etc. but we are luddites I guess.

TA is a beautiful game and the gameplay (stratergy etc.) has stood the test of time.

Nuffin has come close yet (not even Dawn of War - which is quite cute!)

TA Lives and Spring is a prime example of that.

I dont even think Supreme Commander will be TA as I am assuming that every Tech Advance means the lower level units won't even scratch it (aka Dawn Of War... which is therefore NOT TA and led us back again to good old TA).

:-)

Spring ROCKS for people that like it... My PC Struggles a bit... :cry:

For those that didn't know.. XTA is still downloadable from:
http://www.clan-sy.com
Which is where I heard about Spring in the first place.

Posted: 05 Nov 2005, 23:43
by Zoombie
Actually impretty sure that SupCom is deliberatly avoiding the "If its above your tech level you cant scratch it". Prime example i read was teh battleships. Huge range, destructive capabilitys and massive amounts of H.P. So once you start pumping out battleships, you've won navily right?

Well Battleships cant hit subs, and destroyers can run circles around them. Oh and they have no A.A. And no anti nuke systems. So you can sub em, bomb em or nuke em, and subs and lowerlvl bombers are cheaper and easyer to use then a Battleship.

Point in case!

Also upgrade your compy, or you wont be able to play SupCom when it comes out, and i will laugh at you. :wink:

Posted: 06 Nov 2005, 00:10
by Caydr
Supcom due out in fall 2006. I think it would be sort of silly to go upgrading your computer at this point... They'll be twice as fast and half the price by this time next year in order to stay competitive with all the next-gen stuff.

Posted: 06 Nov 2005, 00:37
by Zoombie
Oh yeah...i didint think of that...

Posted: 06 Nov 2005, 01:13
by BalanceOfPower
Good point about upgrading later apart from the fact the double/half rule only applies if people need the extra power. If no-ones buying computers for Power any more (as most 700Mhz + Machines are OK for work - Word/Excel etc.) then why would companies (Intel/Arm/AMD) try to make faster processors !!... well apart from us Gamers...

About SupCom... what you point to is a situation even worse than I thought for Sup Comm.
Rock - Scissors - Paper !!
A game to be avoided... as its worse then remembering O+OO=+OOL2 is the ultimate kill to deal with THAT monster... (SHUDDER!)

Even skeeters could sink a battleship in XTA if you had a few!!

Anyhow, Back on Topic.

The YankSpankers said to post in these forums to get questions to them.. I think they may be helping develop Spring.

Posted: 06 Nov 2005, 01:42
by Zoombie
Uhhh... needing a balenced navy is NOT rock paper sisors...

The reson why battleships are sunk by subs is the battleship is made to shell landlocked targets, and hence is at a disatvandage against Subs. destroyers are the middle ships, so your fleet should mainly be them.

also what the hell dose O+OO=+OOL mean?
On topic:

Why should we update XTA for OTA, if XTA had now been radicaly altered for Spring play? It dosent really make a lotta sence to me

Posted: 06 Nov 2005, 02:20
by [K.B.] Napalm Cobra
CT distinctly said they would not be using the rock paper sissors style.

Posted: 06 Nov 2005, 06:01
by mongus
what you want is they port xta .65b2 backwards to TA?

hm.. hard to do for tags that ain there at old TA.

the rest could be fast and simple, but how much balance will remain?..

its double work, as balance in spring doesnt mean balance in TA.

up to them i say, if have the time and will. Personally will like it only for testing pourposes.

Posted: 06 Nov 2005, 08:33
by SwiftSpear
Zoombie wrote:Uhhh... needing a balenced navy is NOT rock paper sisors...

The reson why battleships are sunk by subs is the battleship is made to shell landlocked targets, and hence is at a disatvandage against Subs. destroyers are the middle ships, so your fleet should mainly be them.

also what the hell dose O+OO=+OOL mean?
On topic:

Why should we update XTA for OTA, if XTA had now been radicaly altered for Spring play? It dosent really make a lotta sence to me
Rock paper scissors refers to unit potential... certain units counter other certian units. Thus they have rock paper scissor balance. A balanced navy might be theoretically optimum, but won't be cost effective or as efficient as 5 battleships within bombardment range of your opponent's base would be. Of course by just building 5 battleships you risk that your opponent is going to use any one of thier several counter to destroy them for half the price you spent building them. This is exactly what XTA spring is doing right now already. Sounds like Sup Com is figuring out what the SYs have known for ages.

Posted: 06 Nov 2005, 20:59
by Zoombie
yup. Good thing too. Imagine if SupCom was more like SC then TA! That would be a nightmare.

Posted: 06 Nov 2005, 21:07
by Min3mat
especially graphics wise! :P (mm those subs look so awesome in the screeneies)

Posted: 07 Nov 2005, 01:26
by PauloMorfeo
BalanceOfPower wrote:...
About SupCom... what you point to is a situation even worse than I thought for Sup Comm.
Rock - Scissors - Paper !!
A game to be avoided... ...
You are wrong! That's exactly what's a Warlord/Milenium is in oTA, XTA, almostEveryTA. They don't hit subs, they don't have AA capabilities, etc.

More examples? Gunships like brawlers. They do more damage per second and have more HP than fighters but still they can't hit fighters.

More examples? Big Berthas and Intimidators. Even a jeffy can single handedly kill one of those.

Rock/Paper/Scissors? I don't think so... If you regard that as Rock/Paper/Scissors, then it will have to be aplied to oTA as well.

Posted: 07 Nov 2005, 08:35
by BalanceOfPower
>> Da Dah!!!!
8)

Posted from other forum...

The one on the SY homepage is really old, the one in spring wouldnt be that good for TA since we had to rebalance a lot of stuff. I uploaded the last one we SYs played internally to http://taspring.clan-sy.com/temp/rev31.gp3 although that one is still nearly a year old.

Posted: 07 Nov 2005, 08:41
by Min3mat
omfg! *brain whirrs*
proof that oOTA uses kindof R/P/S balance! warlords can't destroy subs! O,O the navy in oOTA (even original) is balanced by R/P/S (although land units certainly aren't). And whats more its not a 'soft' counter system, 1,000,000 warlords can be destroyed by just 1 sub...wow weird...after CT saying oOTA is NOT R/P/S..it is! O,o o,O

Posted: 07 Nov 2005, 15:54
by Lindir The Green
The reason CT says that TA/SUPCOM are not R/P/S is because they aren't artificially R/P/S

That is, air doesn't get an artificial bonus against battleships, and bombers don't get an artificial bonus against fixed defenses, and gunships don't get an artificial bonus against tanks.

But air work well against battleships because the battleships can't hit air, and bombers work well against fixed defenses because they can't move out of the way of the bombs, and gunships work well against tanks because the tanks can't hit them or retreat back before they are decimated.

But any game with any strategy will have elements of R/P/S. Because R/P/S and strategy are both about guessing what your opponent will do and reacting accordingly. XTA is just a game of R/P/S but with a theoretically infinite number of hand gestures that work variable amounts against other ones. But then since it is real time it also adds some reflexes and quick decision making into the mix.

You think knowing this I could design a good game :evil:

Posted: 07 Nov 2005, 22:50
by PauloMorfeo
Min3mat wrote:omfg! *brain whirrs*
proof that oOTA uses kindof R/P/S balance! ...! ... ...! O,o o,O
You're not making sense. If you regard that as Rock/Paper/Scissors, tell me a single RTS game (or any game at all) that does not follow the Rock/Paper/Scissors system. Or were you beeing sarcastic?