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[[category:Xta]]
'''[[Games|<--Back to Games]]'''
                      [[Image:Xta_logo_white.jpg]]
== What is XTA? ==
== What is XTA? ==


XTA is one of the original mods for Spring, and the one many players feel is "more OTA than OTA itself" due the authentic OTA feel combined with the Spring engine.
XTA is one of the original games for Spring, and the one many players feel is "more OTA than OTA itself" due to the authentic feel combined with the Spring Engine's capabilities.
 
XTA tests a player's tactical, teamwork and micro abilities whilst fostering diverse playing styles and giving many ways in which one action can change the outcome of battle.


With only a few units added from OTA, most notably the Sub Pen, XTA is able to refine the original units. Having been around since the dawn of Spring, the mod has been balanced for over five years allowing the gradual introduction of new units. No mod is perfect, but XTA has been debated to be the most balanced [[TA]] mod of all time, even more so than [[Balanced Annihilation]].
'''But the best review for any player is to experience it for themselves.'''


== What are the positives? ==
== Download ==
The easiest way to download latest XTA is via the the automatic download system of your favorite multiplayer lobby.


Here are just some of the many good aspects of XTA
== Gameplay ==


As already mentioned, XTA has had time to develop and its relativly low unit count means every unit is used and can be balanced accordingly. However, unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA's strengths is that it is not always which unit but how it is used.
Here are just some of the many good aspects XTA has to offer.


XTA is more micro orientated as units have more health than other mods. This enables players to keep units alive. This also prevents spam as many units can be lost to a few well microed ones.
*Perhaps XTA's greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent's next move. Sound easy? Give it to a go!


One of XTA's best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versitlity of the Commander means it is able to be used by all types of players; Aggressive, tactical, defencive, economical and many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race.
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other games enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It's not how many you build but how you use them.


Very much similar to Spring itself, XTA has a friendly community. However the XTA community is relativly small which allows for balance talks to be held within a group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?


XTA has a tough learning curve making it difficult for a new player, however an intelligent player will quickly learn when to build what, may it be lab or unit. It also gives the opportunity to rebuild your base after an attack. This makes XTA a mod constantly keeping the player enteratained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game.
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.


The XTA community is always willing to listen to suggestions. The current forum can be found[http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit's DPS.
*One of XTA's best selling points is the '''Commander'''. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.


== What are the negatives? ==
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.


Obviously, there are some negatives with any game, and XTA is no exception. However every player has a different view on what is a negative.
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.


XTA is, despite being faster than OTA, seen to be a slow mod. Units move slower and due to the higher health, take longer to die. This allows for the player to have more impact and give a more tactical input, however is not for everyone's liking.
----


In recent versions, due to the Commander becoming more powerful both stats wise and by the increase in Commander tactics by players, XTA has become sysnoymous with the Commander. This has led to it being labelled an "RPG RTS" as in some circumstances the Commander resembles a "Hero" unit without the abilities. With extreme cases of micro, the Commander has become Over Powered to some. This issue is being addressed for the next balance.
== So where can I find out more? ==


The tough learning curve of XTA means a lot of players find it difficult to start. The community is happy to help any new player willing to listen to advice however a newbie may learn how to play the hard way as XTA is unforgiving.
'''XTA is proud to be a community-run development program.'''


The [http://springrts.com/phpbb/viewforum.php?f=48 XTA community and subforum] is always willing to listen to suggestions. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself.


==History==
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit's DP
 
You can join the '''#xta channel''' to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.
 
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.
 
If you wish to learn the basics of XTA, you can read guides such as:
 
*[http://springrts.com/wiki/New_to_xta XTA Basics]
*[http://springrts.com/wiki/Xta_units XTA unit guide]
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]


XTA was a balance mod for [[TA]], developed by the [[SY]] clan.


For spring, it was the first mod available to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play.
----


The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, '''SJ'''; and then moving onto other users. Most notably '''Noize''', a founder of BA and the [KnoX] clan who worked on the mod. Noize started XTA's modern look, with upated graphics and flash explosions (XTA Pimped Edition), which he would later unnecessary and extremely laggy. A short time afterward the [KnoX] clan, the leading XTA clan ran by '''Myg''' and '''Gizmo''' starting to devolop the mod. For a short time a major debate became visible that XTA was KnoX's mod now, this would be shortly dismissed.
==History==


After [KnoX] disbanded XTA was still maintained until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA's playerbase due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to wether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as "The golden days" whereas 7.1 was the hayday of XTA itself.
XTA was a balance mod for TA, developed by the [[SY]] clan.


Noruas has introduced more units than any other modder of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA.  
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.


Noruas still maintains XTA however is constrained by personal life. Players contribute and offer help on a multitude of scales most notable Raaar and Deadnightwarrior.
The mod has gone through many developers, starting with the [[SY]] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users.  


== How to get involved ==
One of the most notable players has been Noize, a founder of BA. Noize started XTA's modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy.


'''XTA is proud to be a community-run development program.'''
A short time afterwards the [KnoX] clan, the leading XTA clan ran by '''Myg''' and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX's mod now, this would be shortly dismissed.  


Devolpment of the mod is done by the community with everyone's views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues.  
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA's player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as "The golden days" whereas 7.1 can be called the heyday of XTA itself.


You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always an AutoHost, Helium, maintained by Det, hosting XTA.
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA.  


Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.


If you wish to learn the basics of XTA, you can read guides such as:
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [https://github.com/xta-springrts/xta-springrts/issues A git repository with bugtracker] was also set up.


*[http://springrts.com/wiki/New_to_xta XTA Basics]
*[http://springrts.com/wiki/Xta_units XTA unit guide]
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]


For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay this YouTube account] to get a feel of the game.
----


== EyeCandy ==
== Eye Candy ==




Line 74: Line 89:
[[image:Screen508.jpg|800px|Core Commander]]
[[image:Screen508.jpg|800px|Core Commander]]
[[image:Screen511.jpg|800px|Arm Commander]]
[[image:Screen511.jpg|800px|Arm Commander]]
[[image:Screen620.jpg|800px|A Landboat]]
[[image:Screen620.jpg|800px|A Land boat]]
 
 
== Important Autohost Commands ==
Official XTA autohosts are:
<pre>
[semprini]Autohost - for all
[loganberry]Autohost - for beginners
[durian]Autohost - for fleabowl
[elderberry]Autohost - for testing new xta versions
</pre>
 
Of course you can also use either of these hosts for other purposes.


Alternativly, you can view some clips of XTA in action [[http://www.youtube.com/xtaboi here]].
== Managing the autohosts ==


To start up one of these hosts, if it is not running but another host is running, you can use the command:


Back to [[Games]]
<code>!spawn <autohost></code> - where <autohost> is one of semprini, logan, elder or durian.
 
 
In elderberry autohost you can also set another spring engine with the command:
 
<code>!setengine <engine name or latest></code> - for example !setengine 104.0 to set engine to Spring 104.0
 
 
To get a long, complete list type of commands: <code>!help</code>
 
Below are some often used commands for quicker looking:
===Maps===
Pick a random "good" map: <code>!map</code>
 
Download a map: <code>!dlmap <mapname or url></code> After this wait 30 seconds or issue the command <code>!reloadarchives</code>
 
===Mapslists===
 
Maplists act like filters: when you (for example) set the !maplist 1v1 command, all subsequent listing of maps will be only from the 1v1 map list. So this will allow you to only use a subset of all maps. There are now these defined maplists, but more can be requested:
<code>!maplist 1v1 | 2v2 | 3v3 | 4v4 | 5v5 | 6v6 | teams | bigteams | 3ffa | 4ffa | 5ffa | fleas | good</code>
 
 
To return to all maps, use this command:
<code>!maplist all</code>
 
Show list of maplists: <code>!printmaplist</code>
 
Show list of maps in a specific list: <code>!printmaplist <listname></code>, for example <code>!printmaplist 1v1</code>
 
Add current map to a list: <code>!addmap <listname></code>, for example <code>!addmap 1v1</code>
 
===King of the Hill===
Add an one more startbox than they are teams.
 
<code>!koth 1</code> - enable King of the Hill mode.
 
<code>!koth 0</code> - disable King of the Hill mode.
 
<code>!hilltime X</code> - team has to control hill for X minutes to win.
 
<code>!gracetime Z</code> - at game start hill stays neutral for Z minutes.
 
===Game options===
<code>!mode killall</code> - destroy all enemy units to win
 
<code>!mode comends</code> - destroy enemy Commanders to win
 
<code>!spidertortoise 0</code> - Turn spiders & turtle units off.
 
 
<!--
=== For Helium===
Game end mode:
  !setoptions  mode=comends
or
  !setoptions  mode=killall
 
Make teams:
  !balance 2
  !balance 3
  ...
  !balance 10
 
Turn XTAaids units on/off:
  !setoptions xtaidunits=1
  !setoptions xtaidunits=0
-->


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

Latest revision as of 02:31, 22 February 2019

<--Back to Games

                      

What is XTA?

XTA is one of the original games for Spring, and the one many players feel is "more OTA than OTA itself" due to the authentic feel combined with the Spring Engine's capabilities.

XTA tests a player's tactical, teamwork and micro abilities whilst fostering diverse playing styles and giving many ways in which one action can change the outcome of battle.

But the best review for any player is to experience it for themselves.

Download

The easiest way to download latest XTA is via the the automatic download system of your favorite multiplayer lobby.

Gameplay

Here are just some of the many good aspects XTA has to offer.

  • Perhaps XTA's greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent's next move. Sound easy? Give it to a go!
  • XTA is more micro than macro, although the latter is a vital feature. Units have more health than other games enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It's not how many you build but how you use them.
  • At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?
  • XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.
  • One of XTA's best selling points is the Commander. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.
  • Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.
  • XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.

So where can I find out more?

XTA is proud to be a community-run development program.

The XTA community and subforum is always willing to listen to suggestions. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself.

Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit's DP

You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.

Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.

If you wish to learn the basics of XTA, you can read guides such as:



History

XTA was a balance mod for TA, developed by the SY clan.

For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.

The mod has gone through many developers, starting with the SY clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users.

One of the most notable players has been Noize, a founder of BA. Noize started XTA's modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy.

A short time afterwards the [KnoX] clan, the leading XTA clan ran by Myg and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX's mod now, this would be shortly dismissed.

After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA's player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as "The golden days" whereas 7.1 can be called the heyday of XTA itself.

Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA.

Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.

Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. A git repository with bugtracker was also set up.



Eye Candy

XTA is arguably the best-looking mod in terms of graphics. With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer.

Here are some pictures of what XTA has to offer:


Core Commander Arm Commander A Land boat


Important Autohost Commands

Official XTA autohosts are:

[semprini]Autohost - for all
[loganberry]Autohost - for beginners
[durian]Autohost - for fleabowl
[elderberry]Autohost - for testing new xta versions

Of course you can also use either of these hosts for other purposes.

Managing the autohosts

To start up one of these hosts, if it is not running but another host is running, you can use the command:

!spawn <autohost> - where <autohost> is one of semprini, logan, elder or durian.


In elderberry autohost you can also set another spring engine with the command:

!setengine <engine name or latest> - for example !setengine 104.0 to set engine to Spring 104.0


To get a long, complete list type of commands: !help

Below are some often used commands for quicker looking:

Maps

Pick a random "good" map: !map

Download a map: !dlmap <mapname or url> After this wait 30 seconds or issue the command !reloadarchives

Mapslists

Maplists act like filters: when you (for example) set the !maplist 1v1 command, all subsequent listing of maps will be only from the 1v1 map list. So this will allow you to only use a subset of all maps. There are now these defined maplists, but more can be requested: !maplist 1v1 | 2v2 | 3v3 | 4v4 | 5v5 | 6v6 | teams | bigteams | 3ffa | 4ffa | 5ffa | fleas | good


To return to all maps, use this command: !maplist all

Show list of maplists: !printmaplist

Show list of maps in a specific list: !printmaplist <listname>, for example !printmaplist 1v1

Add current map to a list: !addmap <listname>, for example !addmap 1v1

King of the Hill

Add an one more startbox than they are teams.

!koth 1 - enable King of the Hill mode.

!koth 0 - disable King of the Hill mode.

!hilltime X - team has to control hill for X minutes to win.

!gracetime Z - at game start hill stays neutral for Z minutes.

Game options

!mode killall - destroy all enemy units to win

!mode comends - destroy enemy Commanders to win

!spidertortoise 0 - Turn spiders & turtle units off.