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*The build range on all Construction units has been increased. | *The build range on all Construction units has been increased. | ||
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Revision as of 03:08, 1 March 2010
This is a reference for OTA players that play XTA mod for the first time.
But does work as well for new and regulars from other mods.
The Energy build tree


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.
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.
Energy producing buildings and Mobile units
The basic Energy structures
Are the same, windmill, and solar collector.
However there are some differences:
The solar collector
Main changes from OTA:
- DOES NOT COST ENERGY to build it.
Advantages:
- Is heavy Armoured.
- Produces a continuous Energy output.
Downside:
- Its rather expensive in Metal compared to Wind Generators.
- Blocks light laser tower fire.
Tips
- Offers a quick solution for Energy stall at mid Metal cost (145 Metal).
- Acts as a barricade/defence.
Energy storage
The cost has been increased, but the storage capacity is now around 32k.
This makes for a better Energy and Metal resource management, without the hassle of having to build lots and lots of storage.
Tips
- Combine with windmill fArms in windy maps for better results.
- 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
At Level Two, XTA introduces the major changes and advantages compared to OTA.
To start with, there is a "midway" Fusion Energy plant.
The Mini 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.
Core Mini Fusion
Produces +300 Energy and are built by Level Two builders.
Advantages:
- Is built by any Level Two construction unit.
- Produces 300 Energy.
Downside:
- It uses more space, for less Energy output compared to bigger Fusions.
Tips
- You can calculate 1 Mini Fusion per MohoMetalExtractor.
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.
Arm Mobile Fusion
Arm ones are built in the Level Two tank lab, and produce 260 Energy.
Advantages:
- Quite less overall cost
- Its build very fast because of the strong nanolathing form the Level Two Vehicle Factory.
- It is Mobile! This means you can avoid attacks to it by hidding somewhere else.
- Less efficient in space/Energy output than Core Mini Fusion
- In times of peril can be used as bomb by Self Destructing.
Downside:
- Forces the Arm player to build Level Two tank lab to have access to it.
Tips
- 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.
Here is a reference for stats delta between Arm and Core Minis.
Cloakable Fusions
The big Fusions have changed as well.
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, but it almost completely stealth once its cloaked and within radar jammer range.
Big Fusions
The BIG Fusion makes 3500 Energy, and has a very high cost (in Energy Metal and BT), although its somehow more efficient than Cloakable Fusion, this unit is 2 TIMES AS EXPENSIVE as what the original Fusion used to be, so DO NOT BUILD IT RIGHT AWAY. This big Fusion is intended for late game, when you will need huge Armies or mass nuclear weapons.
Here is a comparative view of the Cloakable and Big Fusions.
Note
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.
Use a Cloakable Fusion for that purpose.
2 There are several new power sources that fill the gap between 20 and 1000 e output OTA had.
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
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.
The increase in the Energy slightly higher than x^5, with x = Energy drain of Level One Metal Extractor.
Basic XTA description for OTA players
All Level One units are worth building:
- Stumpies and Hammers are decent anti-Missile Tower choices.
- Jeffies are very dangerous, but they do cost nearly 200 Metal.
- There is a Level One Gunship now.
- Freedom Fighters and Avengers have been given their sorely needed boost.
All Level Two units are worth building:
- Sumos have tons of Armour, 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 have a great deal of health, a medium ranged Plasma main turret and a second laser turret.
- Mavericks build much faster.
- Flakkers fire at ground targets, and their Anti Air potential has been improved.
- Warlords and Leviathans were massively boosted in terms of Armour and firepower.
- Krogoths have 105,000 health and a lot of firepower, as well as a hefty price tag.
Nearly all defences 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 buildable by Level One Construction units and fulfil the same role as Guardian/Punisher in OTA.
- Guardian/Punisher are Level Two structures with much longer range, firepower and Armour.
- Annihilators and Doomsday Machines have far higher range, more Armour, and they do not blow up half your base when they die.
- With all the Armour available in Level Two 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.
- Stunner/Neutron silos are short ranged, very fast building budget nukes.
- Anti Nuke silos build their missiles faster to accommodate for STUNNER/Neutron change.
Resource structures have changed less than other parts of the mod but the game play 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 12k Metal. Their Armour and Energy production have been increased appropriately.
- 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 health suitable for their cost.
- Mobile artillery and lugers are not inaccurate.
- Decoy commanders build as fast as real commanders.
- The build range on all Construction units has been increased.