Re: Get your act together
Posted: 17 Nov 2009, 06:05
I think any torpedo ass launcher would be pointing forwards if players had the choice
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
1) yeah tribulex is our troll and he fullfill his role perfectlyd_b wrote:GTFO YOU DONT EVEN PLAY XTA WE DONT WANT YOU AND YOUR TROLLAGE YAN.Gota wrote:LoL yeah let a noob mod your mod guys.
I kind of like the tactical upgrades idea from supcom. It would be cool to morph a torpedo asslauncher or something like that when you do a sea start. I think it should be tested, becuase it may change the gameplay too much. However, it is key that the commander play an important role in the battle. He is the ultimate combat machine, and should be useful in the beginning as well as in the end of the game.
It would be lolz to give him a little bubble shield upgrade rofl.
What makes XTA Special, unique and addictive?
XTA has an authentic OTA feel. One of, if not the closest mods in Spring to OTA. With only a few extra units added in the mod is seen as a mod with no "turbo speed" and easy fix solutions. Players must rely on thought, carefully and tacticlly playing the game and thinking about what your opponent may do to counter you. The mod is not about spam and every unit counts.
The mod has been balanced for over 5 years and every unit has been carefully balanced to make sure no unit is OP, or "Over Powered". No mod is perfect, but XTA has been debated the most balanced TA mod of all time, even more so then Balanced Annihilation.
We believe XTA should remain true to the bare roots of OTA while still being able to open up new dimensions using the Spring Engine and modern ideas.
Hello, I have a few questions about XTA.
I understand you were one of the main balancers of the mod back in the old glory days of XTA. I'm wondering if you can aid me by providing your thoughts on the mod, its direction, its original goals and vision, purpose as an OTA modification, etc. Also, if you can remember what it was like, what do you think could be improved on your last version 0.66se?
Thanks,
Sheekel
(in reference to .66se)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 fucked up. The problem with XTA and Spring is and was that Spring isnt TA. SJ decided to add stuff he 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. SJ 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 SJ introduced his changes he 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.
In ota, you had (have) to attack manually until the targetting facility is built, but there is on the other hand no inaccuracy between radar and visual targetting.manolo_ wrote:maybe a good idea with the target facility, did manually aiming worked at ota?
Well i made a gadget for this, pretty simple really. Then I immediately made a lua widget that autotargets radar dots. So basically, go ahead and try to implement this. Its easy to force fire on radar dots anyway, and making a widget is trivial. Spring's widget support makes this not such a great or valid idea. Try TA3D or TA engine instead maybe, Yan.Gota wrote:Gah....
I have been saying for ages we need to disable auto radar targetting and get back to OTA glory days where you had to fight for LOS so that your units would fire while the enemy's units cant...
XTA is slow like OTA and is perfect for this!
I have started several threads about making this system,where you have no auto targeting unless you have the facility but it needs more people saying its a good idea in LUA scripts forum.
Its a serious system and some work to make it happen so several people must be interested in this for any lua coder to actually think about starting to make such a thing...
yan, read my post 1000 times. It answers these questions.Gota wrote:It is viable.
So wait,you made a lua widget that disables auto radar dot targetting?
If so,can you still force fire the dots?CAuse i need that to be possible.
I want no auto radar targeting but allow players to force fire individual dots but not do area attack on dots.
d_b wrote:yan, read my post 1000 times. It answers these questions.Gota wrote:It is viable.
So wait,you made a lua widget that disables auto radar dot targetting?
If so,can you still force fire the dots?CAuse i need that to be possible.
I want no auto radar targeting but allow players to force fire individual dots but not do area attack on dots.
I made a gadget that works. Then I made a widget that automatically forces fire of my units on the radar dots. So basically, you can get the same functionality as before with a simple lua widget. What i am saying is, your idea wont stop skilled players from changing their playstyle at all.
XTa is too slow as it is for most people, a faster enhanced version, being able to initiate battles sooner, but with similar unit cycling [hp low at back] would be imo a better way to go. I say XTA has had its time now, its time to let the old dog die in piece and bring on a lively puppy with its dads eyes to get the mix going on.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