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This is a reference for OTA players that play XTA mod for the first time.
'''This page is currently being updated.'''
 
This page is an introduction for OTA players to the [http://springrts.com/wiki/XTA XTA] mod for the first time.


But does work as well for new and regulars from other mods.
But does work as well for new and regulars from other mods.
                     
= [[Image:Xta_logo_white.jpg]] =
= The Energy build tree =
[[Image:ArmenergyBpath.jpg|thumb|300px|-<span style="background:black; color:white; padding: 0em 1em;"> Arm energy build*tree </span>]]
[[Image:Coreenergybpath.jpg|thumb|300px|-<span style="background:black; color:white; padding: 0em 1em;"> Core energy build-tree </span>]]
In few words, for OTA players, Do '''not''' start with the Heavy Fusion Reactor, use the '''Light Fusion''' -> '''Cloakable Fusions''' ->'''Heavy Fusion''' building path instead.
The XTA Energy tree differs from the OTA one in a few ways.
In short, several buildings and mobile units have been added "in between" the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.
----
== Energy producing buildings and mobile units ==
=== The early Energy structures ===


= The Energy build tree =
The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:


[[Image:ArmenergyBpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Arm energy buildtree </span>]]
'''The Solar Collector'''


* This no longer requires Energy to be constructed


[[Image:Coreenergybpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Core energy buildtree </span>]]
Advantages:
In few words, for OTA players, '''do not build the Fusion Power Plant''', use the ''Mini Fusions'' -> ''Cloakable Fusions'' building path instead.


The Energy tree for XTA differs from OTA in several aspects.
* Is heavily armoured compared to its Wind counterpart
* Produces a stable economy giving +20 Energy no matter the map
* Does not chain explode meaning many can be placed safely in close proximity


In short, several buildings and Mobile units have been added "in between" the basic Energy sources like Solar Collectors/Wind Generators, and the more advanced Fusion power plant.
Disadvantages:


== Energy producing buildings and Mobile units ==
* It is rather expensive in metal, 3x times the cost of a Wind Generator


=== The basic Energy structures ===
Tips:


Are the same, windmill, and solar collector.
* Offers a quick solution for energy stall at mid Metal cost (145 Metal)
* Can be used as a barricade to protect Metal Extractors etc. from raids


However there are some differences:
'''Wind Generator'''


==== The solar collector ====
Advantages:


Main changes from OTA:
* Due to low metal cost, can be easily spammed
* Can be highly efficent depending on map


- Does NOT require Energy to be built.
Disadvantages:


'''Advantages:'''
* Costs Energy meaning at times of Energy shortage difficult to build
* Is not stable meaning on some maps, at times make produce miminal Energy
* Easily killed and chain explodes if made near other Wind Generators


- Is heavily armoured.
Tips:


- Produces a continuous Energy output.
* Best kept as far from front line as possible
* Use spacing when placing Wind Generators to avoid chain explosions


'''Disadvantages:'''
'''Tidal Generators'''


- Its rather expensive in Metal compared to Wind Generators.
* There is an Underwater version available from a Construction Sub.


- Blocks fire from light laser tower.
Advantages:


'''Tips:'''
* Stable economy similar to Solar Collector however is map dependant.
* Underwater possibility allows for unknown Energy bases.
* Can be hard to destroy due to sea nature
* Only early water Energy source
* Does not cost a lot of Metal or Energy meaning it can be efficent


- Offers a quick solution for Energy stall at mid Metal cost (145 Metal).
Disadvantages:


- Acts as a barricade/defence.
* Only available in Sea
* Some maps give low Tidal
* Chain explodes to an extent, but not as much as Wind Generators
* Not heavily armoured


Tips:


==== Energy storage ====
* Similar to Wind Generators, avoid conflict
* If Tidal is high and map has water, can be constructed and safe


The cost has been increased, but the storage capacity is now around 32k.
'''Energy storage'''


This makes for a better Energy and Metal resource management, without the hassle of having to build lots and lots of storage.
* The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage
* This allows for easier economy management


'''Tips:'''
Tips:


- Combine with windmill farms on windy maps for better results.
* Combine with Wind Generator farms in windy maps for better results
* If you intend on using your Commander it is heavily advised you build one
* Self Destruct is powerful and can be used in case of raid


- In early game, if you are using Metal makers, it generates non continuous Metal output, so do not build one if you are using Metal maker economy. '''Unless you have some sort of Metal maker ai.'''


Those are the main changes for the level one energy structures.
----


=== Advanced Energy structures ===
=== Advanced Energy structures ===


At Level Two, XTA introduces the major changes and advantages compared to OTA.
At Tech Two, XTA introduces the major changes and advantages compared to OTA.
 


To start with, there is a "midway" Fusion Energy plant.
To start with, there is a "midway" Fusion energy plant.


'''The Mini Fusions'''
'''The Light Fusions'''


Each side has its own. This units cover the gap between basic Energy sources and the more advanced ones, having around 38%-44% of the Energy output of the next step in the Energy build tree, and offering 19x-22x times the output of a single solar.
* Both Core and Arm have their own versions of the lightest Fusion
* They provide the start up for an Advanced Economy
* Good for powering one Moho Metal Extractor


==== Core Mini Fusion ====
'''Core Light Fusion Power Plant'''


Produces +300 Energy and are built by Level Two builders.
Advantages:


'''Advantages:'''
* Can be built by any Land or Air Advanced Construction unit
* Produces a stable Energy output for early Tech


- Is built by any Level Two construction unit.


- Produces 300 Energy.
Disadvantages:


'''Disadvantages:'''
* It is not as efficent as its later counterparts
* Is not mobile


- It uses more space, for less Energy output compared to bigger Fusions.
Tips:


'''Tips:'''
* Use when you are constructing your first or second Moho Metal Extractor
* Like all Fusions, has high Self Destuct radius and can be used as bomb


- You can calculate one Mini Fusion per Moho Metal Extractor.
'''Arm Light Mobile Fusion'''


- Huge explosion on self destruct, can be used as a bomb to kill incoming attacking force.
* Arm do not get a structure but rather a unit
* This is built in the Advanced Vehicle Factory
* Gives roughly enough to power a Moho Metal Extractor


==== Arm Mobile Fusion ====
Advantages:


Arm-ones are built in the Level Two tank lab, and produce 260 Energy.
* Costs half of the energy cost of a core Lightfusion.
* Costs around half of the build*time cost of a core Lightfusion.
* It can be moved away from danager
* Is more efficent than Core counterpart


'''Advantages:'''
Disadvantages:


- Quite less overall cost
* Gives less energy (260) than Core counterpart
* Cannot be built with Kbots or Air
* Uses Vehicle Factory preventing its use during that time for combat units


- It's built very fast due to the strong nanolathing from the Level Two Vehicle Factory.
Tips:


- It is Mobile! This means you can avoid attacks to it by hiding somewhere else.
* Use when you are constructing your first or second Moho Metal Extractor
* Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy
* Best to get a small combat force out before using


- Less efficient in space/Energy output than Core Mini Fusion
'''Light Carriers'''


- In times of peril can be used as bomb by Self Destructing.
* Both factions have these
* Only available in Advanced Shipyards
* Mobile like Arm's Mobile Fusion
* Gives roughly enough for Moho Extractor
* Also gives Advanced Radar and repairs planes
* Costs around 2,000 Metal and gives 370 Energy
* Takes 45 Energy to use Radar


'''Disadvantages:'''


- Forces the Arm player to build Level Two Vehicle Plant to have access to it.
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=xtapev955&units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between Arm and Core minis.


'''Tips:'''
Another interesting [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=xta_se_v066 historical comparative view both light fusions.]


- You can calculate one Mobile Fusion per Moho Metal Extractor.


- It has a huge explosion on self destroy, and is used often as a last resort defence, (as a Mobile bomb), with great results.
'''Cloakable Fusions'''


* The Cloakable Fusions are best comparable to the OTA Heavy Fusions
* They have the possibility to both Cloak and Stealth (radar and LoS):
    * Arm takes 125 Energy to Cloak
    * Core takes 150 Energy to Cloak
    * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)
    * Core takes 550 Energy to Stealth (725 for Cloak and Stealth)
* They give 800 Energy allowing for multiple Moho Extractors to run
* You should always Cloak to avoid detection
* Can be used as "suprise bomb" with Cloaking and Self Destruct


Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=XTApev955&units=Arm_Mobile_Fusion+Core_light_Fusion_power_plant reference for stats delta] between Arm and Core Minis.
'''Heavy Fusion'''


==== Cloakable Fusions ====
* This is the last Fusion available and gives 3500 Energy
* Is the most efficent Energy source
* Is more expensive than OTA Fusions
* Creates huge explosion, potentially base crippling if destroyed
* Is a target for Bombers due to being unable to Cloak




The big Fusions have changed as well.
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=xtapev955&units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the Cloakable and Heavy fusions.]


Now the Cloakable Fusion, is what the normal OTA Fusion used to be, that is, it produces 800 Energy and has a small penalty in its cost compared to Mini Fusions, and to big Fusions. However, it can cloak for a small Energy cost and even Stealth for a larger one.
'''Underwater Fusion'''


==== Big Fusions ====
* This is built only by Underwater Construction Submarines
* Gives slightly more Energy than Cloakable Fusion but costs more
* Only static Advanced Energy supply


The Big Fusion makes 3500 Energy, and has a very high cost (in Energy, Metal and Build Time), although it is somewhat more efficient than Cloakable Fusion, this unit is a lot more expensive than what the original Fusion used to be, so do NOT build it first. This big Fusion is intended for late game, when you will need huge armies or super weapons.




Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=XTApev955&units=Arm_Cloakable_Fusion_reactor+Arm_Fusion_reactor comparative view of the Cloakable and Big Fusions.]
----


==== Note ====
 
''' Note '''


This is an attempt to explain:
This is an attempt to explain:


1. You must NOT build a BIG (non Cloakable) Fusion power plant in XTA, like you used in OTA.
*You must '''not''' build a Heavy Fusion power plant in XTA, like you used in OTA. Use a '''Cloakable Fusion''' for that purpose.
 
*There are several new power sources that fill the gap between 20 and 1000 E output OTA had.
 
*The Moho Metal extractors take 300 energy to work (extract metal) so don't build them if you don't have the energy, or will stall your hole production.
 
= Power consumption/costs =
 
The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.
 
This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.
 
The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.
 
 
== Units that need lots of energy to fire ==
<br>
 
Units in this list demand you keep an eye on your energy tab for using.
Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.
 
 
*Commanders
:Disintegration gun, requires 350 in storage for using it.
 
*Arm Sniper
 
:Taking down laser towers and sniping important units costs 1000 energy per shot.
:2260 damage per shot. Build an energy storage.
 
*Arm Raven
 
:900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.
:This unit does around 2400 dps, but scattered/random non focusable damage.
:At times it seems its not worth its cost (half a golliat).
:Used properly, and covered, it will demolish any base, specially if you have 2.
 
 
*Arm Millenium
 
:The arm flagship, is now described as an "artillery" battle ship. 1000 e per shot.
 
*Arm Annihilator
 
:4000 energy per shot for this massive laser weapon.
 
 
*Core artillery
 
:High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.
 
*Core Warlord


Use a Cloakable Fusion for that purpose.
:The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).


2. There are several new power sources that fill the gap between 20 Energy and 1000 Energy output OTA had.
*Core Goliath
: High damage shell, uses 800 energy per shot.


3. The Moho Metal Extractors take 300 Energy to work (extract Metal) so do not build them if you do not have the Energy, or will stall your entire production.


= Power consumption/costs =
*Core Krogoth
 
:Needs 2000 energy to fire its blue laser from the head.
 
== Other units with high energy drain ==
<br>
In general, many other units need a good ammount of energy to work continiously.
Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.
 
 
*Core Sumo
 
: The heavy laser that it bears uses 192 energy per shot (274 per second).


The first thing you need to know, is, Moho Metal Extractors use 300 of Energy to work.


This can be justified, because of Metal is a quantitative scarce resource, and a Moho Metal Extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, a part of the unit and tech Level itself, is the need of much more power to function.
*Arm Luger


The increase in the Energy slightly higher than x^5, with x = Energy drain of Level One Metal Extractor.
:It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs '''MORE energy than a core artillery does''', core arty uses 112 energy per second, luger uses 143 energy per second.


= Basic XTA description for OTA players =
= Basic xta description for ota players =




All Level One units are worth building:
All level 1 units are worth building:
*Stumpies and Hammers are decent anti-Missile Tower choices.
*Stumpies and Hammers are decent anti*MT choices.
*Jeffies are very dangerous, but they do cost nearly 200 Metal.
*Jeffies are very dangerous, but they do cost nearly 200 metal.
*There is a Level One Gunship now.
*There is a level 1 gunship now.
*Freedom Fighters and Avengers have been given their sorely needed boost.
*Freedom Fighters and Avengers have been given their sorely needed boost.


All Level Two units are worth building:
All level 2 units are worth building:
*Sumos have tons of Armour, huge range, rapid fire rate and move at medium speed.
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.
*Their 2.1k Metal cost is well worth the unit you get in exchange.
*Their 2.1k metal cost is well worth the unit you get in exchange.
*Goliaths have a great deal of health, a medium ranged Plasma main turret and a second laser turret.
*Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.
*But they don't quite come for free: 2.8k metal.
*Mavericks build much faster.
*Mavericks build much faster.
*Flakkers fire at ground targets, and their Anti Air potential has been improved.
*Flakkers fire at ground targets, and their antiair potential has been improved.
*Warlords and Leviathans were massively boosted in terms of Armour and firepower.
*Warlords and Leviathans were massively boosted in terms of armor and firepower.
*Krogoths have 105,000 health and a lot of firepower, as well as a hefty price tag.
*Krogoths are totally krazy, man.


Nearly all defences were revamped:
Nearly all defenses were revamped:
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.
*MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.
*LLTs have the range and power to be worth building.
*LLTs have the range and power to be worth building.
*HLTs are a bit costly, but they can reach further than missiles.
*HLTs are a bit costly, but they can reach further than missiles.
*An excellent early creep weapon.
*An excellent early creep weapon.
*Ambusher/Toaster are now buildable by Level One Construction units and fulfil the same role as Guardian/Punisher in OTA.
*Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.
*Guardian/Punisher are Level Two structures with much longer range, firepower and Armour.
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.
*Annihilators and Doomsday Machines have far higher range, more Armour, and they do not blow up half your base when they die.
*Annihilators and Doomsday Machines have far higher range, more armor, and they don't blow up half your base when they die.
*With all the Armour available in Level Two units, you will need them.
*With all the armor available in level 2 units, you will need them.
*Big Bertha has lost some accuracy, Intimidator lost some range. Both lost firepower but gained Armour and area of effect.
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.
*Stunner/Neutron silos are short ranged, very fast building budget nukes.
*EMP/Neutron silos are short ranged, very fast building budget nukes.
*Anti Nuke silos build their missiles faster to accommodate for STUNNER/Neutron change.
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.


Resource structures have changed less than other parts of the mod but the game play impact is very big:
Resource structures have changed less than other parts of the mod but the gameplay impact is very big:
*Metal Extractors self destruct instantly and without damaging anything around them.
*Metal Extractors self destruct instantly and without damaging anything around them.
*This makes upgrading to Moho Extractors less tedious.
*This makes upgrading to Moho Extractors less tedious.
*ARM has a Mobile Fusion, Core has a stationary Light Fusion.
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.
*Both cost 1500 Metal and make about 300 Energy: ideal to fuel your Moho economy.
*Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.
*Moho Extractors are quite cheap (750 Metal) and make lots of Metal, but they drain 300 Energy.
*Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.
*You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.
'''Cloakable Fusions have taken the place of OTA's regular ones.'''
'''Cloakable Fusions have taken the place of OTA's regular ones.'''
*Regular Fusions now cost 12k Metal. Their Armour and Energy production have been increased appropriately.
*Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.
*Mine layers have several types of mines that are worth building and move faster. Mines are also not visible on radar as in OTA, which makes them useful.
*This reduces the need for Fusion farms in very late game.
 
*Mine layers have several types of mines that are worth building and move faster.
*Energy and Metal Storage stores a lot more.
*Energy and Metal Storage stores a lot more.
*Missile frigates have got firepower and health suitable for their cost.
*Missile frigates have got firepower and hitpoints suitable for their cost.
*Mobile artillery and lugers are not inaccurate.
*Mobile artillery and lugers are not inaccurate.
*Decoy commanders build as fast as real commanders.
*Decoy commanders build as fast as real commanders.
*The build range on all Construction units has been increased.
*The build range on all con units has been increased.
 
 
 


[[Category:xta]]
[[Category:xta]]

Latest revision as of 16:06, 15 October 2010

This page is currently being updated.

This page is an introduction for OTA players to the XTA mod for the first time.

But does work as well for new and regulars from other mods.

The Energy build tree

- Arm energy build*tree


- Core energy build-tree


In few words, for OTA players, Do not start with the Heavy Fusion Reactor, use the Light Fusion -> Cloakable Fusions ->Heavy Fusion building path instead.


The XTA Energy tree differs from the OTA one in a few ways.

In short, several buildings and mobile units have been added "in between" the basic energy sources like solarpanels/windgenerators, and the more advanced Fusion power plant.



Energy producing buildings and mobile units

The early Energy structures

The three basic Energy supplies have remained the same; Wind, Tidal and Solar power. However there are some differences:

The Solar Collector

  • This no longer requires Energy to be constructed

Advantages:

  • Is heavily armoured compared to its Wind counterpart
  • Produces a stable economy giving +20 Energy no matter the map
  • Does not chain explode meaning many can be placed safely in close proximity

Disadvantages:

  • It is rather expensive in metal, 3x times the cost of a Wind Generator

Tips:

  • Offers a quick solution for energy stall at mid Metal cost (145 Metal)
  • Can be used as a barricade to protect Metal Extractors etc. from raids

Wind Generator

Advantages:

  • Due to low metal cost, can be easily spammed
  • Can be highly efficent depending on map

Disadvantages:

  • Costs Energy meaning at times of Energy shortage difficult to build
  • Is not stable meaning on some maps, at times make produce miminal Energy
  • Easily killed and chain explodes if made near other Wind Generators

Tips:

  • Best kept as far from front line as possible
  • Use spacing when placing Wind Generators to avoid chain explosions

Tidal Generators

  • There is an Underwater version available from a Construction Sub.

Advantages:

  • Stable economy similar to Solar Collector however is map dependant.
  • Underwater possibility allows for unknown Energy bases.
  • Can be hard to destroy due to sea nature
  • Only early water Energy source
  • Does not cost a lot of Metal or Energy meaning it can be efficent

Disadvantages:

  • Only available in Sea
  • Some maps give low Tidal
  • Chain explodes to an extent, but not as much as Wind Generators
  • Not heavily armoured

Tips:

  • Similar to Wind Generators, avoid conflict
  • If Tidal is high and map has water, can be constructed and safe

Energy storage

  • The cost has been increased, but the Storage capacity is now 30k and 32k for Underwater Storage
  • This allows for easier economy management

Tips:

  • Combine with Wind Generator farms in windy maps for better results
  • If you intend on using your Commander it is heavily advised you build one
  • Self Destruct is powerful and can be used in case of raid



Advanced Energy structures

At Tech Two, XTA introduces the major changes and advantages compared to OTA.


To start with, there is a "midway" Fusion energy plant.

The Light Fusions

  • Both Core and Arm have their own versions of the lightest Fusion
  • They provide the start up for an Advanced Economy
  • Good for powering one Moho Metal Extractor

Core Light Fusion Power Plant

Advantages:

  • Can be built by any Land or Air Advanced Construction unit
  • Produces a stable Energy output for early Tech


Disadvantages:

  • It is not as efficent as its later counterparts
  • Is not mobile

Tips:

  • Use when you are constructing your first or second Moho Metal Extractor
  • Like all Fusions, has high Self Destuct radius and can be used as bomb

Arm Light Mobile Fusion

  • Arm do not get a structure but rather a unit
  • This is built in the Advanced Vehicle Factory
  • Gives roughly enough to power a Moho Metal Extractor

Advantages:

  • Costs half of the energy cost of a core Lightfusion.
  • Costs around half of the build*time cost of a core Lightfusion.
  • It can be moved away from danager
  • Is more efficent than Core counterpart

Disadvantages:

  • Gives less energy (260) than Core counterpart
  • Cannot be built with Kbots or Air
  • Uses Vehicle Factory preventing its use during that time for combat units

Tips:

  • Use when you are constructing your first or second Moho Metal Extractor
  • Like all Fusions, has high Self Destuct radius and can be used as bomb, however due to mobilty can be directed at enemy
  • Best to get a small combat force out before using

Light Carriers

  • Both factions have these
  • Only available in Advanced Shipyards
  • Mobile like Arm's Mobile Fusion
  • Gives roughly enough for Moho Extractor
  • Also gives Advanced Radar and repairs planes
  • Costs around 2,000 Metal and gives 370 Energy
  • Takes 45 Energy to use Radar


Here is a reference for stats delta between Arm and Core minis.

Another interesting historical comparative view both light fusions.


Cloakable Fusions

  • The Cloakable Fusions are best comparable to the OTA Heavy Fusions
  • They have the possibility to both Cloak and Stealth (radar and LoS):
   * Arm takes 125 Energy to Cloak
   * Core takes 150 Energy to Cloak
   * Arm takes 500 Energy to Stealth (625 for Cloak and Stealth)
   * Core takes 550 Energy to Stealth (725 for Cloak and Stealth) 
  • They give 800 Energy allowing for multiple Moho Extractors to run
  • You should always Cloak to avoid detection
  • Can be used as "suprise bomb" with Cloaking and Self Destruct

Heavy Fusion

  • This is the last Fusion available and gives 3500 Energy
  • Is the most efficent Energy source
  • Is more expensive than OTA Fusions
  • Creates huge explosion, potentially base crippling if destroyed
  • Is a target for Bombers due to being unable to Cloak


Here is a comparative view of the Cloakable and Heavy fusions.

Underwater Fusion

  • This is built only by Underwater Construction Submarines
  • Gives slightly more Energy than Cloakable Fusion but costs more
  • Only static Advanced Energy supply




Note

This is an attempt to explain:

  • You must not build a Heavy Fusion power plant in XTA, like you used in OTA. Use a Cloakable Fusion for that purpose.
  • There are several new power sources that fill the gap between 20 and 1000 E output OTA had.
  • The Moho Metal extractors take 300 energy to work (extract metal) so don't build them if you don't have the energy, or will stall your hole production.

Power consumption/costs

The first thing you need to know, is, Moho Metal Extractors use 300 of energy to work.

This can be justified, because of metal is a quantitative scarce resource, and a moho metal extractor, effectively quintuples the extraction rate, such marvel must come at a cost. In this case the cost, apart of the unit and tech level itself, is the need of much more power to function.

The increase in the energy use is slightly higher than x^5, with x = energy drain of level 1 metal extractor.


Units that need lots of energy to fire


Units in this list demand you keep an eye on your energy tab for using. Its recommended to get an energy storage with them, but most of them are t2, so you probably have storage by that point, if you are not rushing.


  • Commanders
Disintegration gun, requires 350 in storage for using it.
  • Arm Sniper
Taking down laser towers and sniping important units costs 1000 energy per shot.
2260 damage per shot. Build an energy storage.
  • Arm Raven
900 energy per shot. This means you need storage for sieging properly, as its not usual you have 80% of the energy tank full.
This unit does around 2400 dps, but scattered/random non focusable damage.
At times it seems its not worth its cost (half a golliat).
Used properly, and covered, it will demolish any base, specially if you have 2.


  • Arm Millenium
The arm flagship, is now described as an "artillery" battle ship. 1000 e per shot.
  • Arm Annihilator
4000 energy per shot for this massive laser weapon.


  • Core artillery
High damage per shot, bertha class shell, 750 energy per shot. Slow moving unit.
  • Core Warlord
The core flagship, needs 1200 energy to fire its main gun (400 energy per second). The secondary lasers drains 200 energy per shot(200 energy per second).
  • Core Goliath
High damage shell, uses 800 energy per shot.


  • Core Krogoth
Needs 2000 energy to fire its blue laser from the head.

Other units with high energy drain


In general, many other units need a good ammount of energy to work continiously. Even when they dont require lots of energy to fire one shot, these units have high energy consumption, many times more than those big burst weapons.


  • Core Sumo
The heavy laser that it bears uses 192 energy per shot (274 per second).


  • Arm Luger
It used to cost nothing to fire this beautiful unit. Now with tweaked numbers, maintaining this thing firing costs MORE energy than a core artillery does, core arty uses 112 energy per second, luger uses 143 energy per second.

Basic xta description for ota players

All level 1 units are worth building:

  • Stumpies and Hammers are decent anti*MT choices.
  • Jeffies are very dangerous, but they do cost nearly 200 metal.
  • There is a level 1 gunship now.
  • Freedom Fighters and Avengers have been given their sorely needed boost.

All level 2 units are worth building:

  • Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.
  • Their 2.1k metal cost is well worth the unit you get in exchange.
  • Goliaths are horrifying weapons: 23k armor (66% as much as an OTA Krogoth), missile*alike range, BB*class shell.
  • But they don't quite come for free: 2.8k metal.
  • Mavericks build much faster.
  • Flakkers fire at ground targets, and their antiair potential has been improved.
  • Warlords and Leviathans were massively boosted in terms of armor and firepower.
  • Krogoths are totally krazy, man.

Nearly all defenses were revamped:

  • MTs are nearly unchanged, except they are smaller so that you can fit more of them into the same space.
  • LLTs have the range and power to be worth building.
  • HLTs are a bit costly, but they can reach further than missiles.
  • An excellent early creep weapon.
  • Ambusher/Toaster are now buidable by level 1 Construction units and fulfill the same role as Guardian/Punisher in OTA.
  • Guardian/Punisher are level 2 structures with much longer range, firepower and armor.
  • Annihilators and Doomsday Machines have far higher range, more armor, and they don't blow up half your base when they die.
  • With all the armor available in level 2 units, you will need them.
  • BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.
  • EMP/Neutron silos are short ranged, very fast building budget nukes.
  • Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.

Resource structures have changed less than other parts of the mod but the gameplay impact is very big:

  • Metal Extractors self destruct instantly and without damaging anything around them.
  • This makes upgrading to Moho Extractors less tedious.
  • ARM has a Mobile Fusion, CORE has a stationary Light Fusion.
  • Both cost 1500 metal and make about 300 energy: ideal to fuel your Moho economy.
  • Moho Extractors are quite cheap (750 metal) and make lots of metal, but they drain 300 energy.
  • You want to have at least a Geo or Mobile/Light Fusion before you build a Moho.

Cloakable Fusions have taken the place of OTA's regular ones.

  • Regular Fusions now cost 10k metal. Their armor and energy production have been increased appropriately.
  • This reduces the need for Fusion farms in very late game.
  • Mine layers have several types of mines that are worth building and move faster.
  • Energy and Metal Storage stores a lot more.
  • Missile frigates have got firepower and hitpoints suitable for their cost.
  • Mobile artillery and lugers are not inaccurate.
  • Decoy commanders build as fast as real commanders.
  • The build range on all con units has been increased.