XTA: Difference between revisions
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What makes XTA Special, Unique, Addictive ? | What makes XTA Special, Unique, Addictive ? | ||
XTA in comparison to AA for example, has a much more of an authentic TA feel. With no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bair roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the teck tree and the strength of the Commanders. By opening the teck tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. | XTA in comparison to AA for example, has a much more of an authentic TA feel. With no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bair roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the teck tree and the strength of the Commanders. By opening the teck tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged. | ||
This page will be updated in the next few days. | This page will be updated in the next few days. | ||
16/November/2006 | |||
Back to [[Mods]] | Back to [[Mods]] | ||
Revision as of 23:15, 16 November 2006
XTA was a balance mod for TA, developed by the SY clan. Its latest TA version is 0.95.
For spring, it was the first mod available, the first that was ported and is what comes with the installation of the Spring engine ready to play. Spring does not currently come with XTA version 8; only v7. You will have to download this update to join other XTA v8 games and experience its benefits.
To download the update installer please follow this link: [[1]] This link also doubles ups as the development pages. You will be able to read on the latest plans of XTA here, and contribute your own ideas on the mod itself.
XTA was maintained by people from the SY clan.
Development of this mod is now made by the KnoX clan and other contributors, the balance is almost near the last version made by the SY's, with some changes, as well as new build pictures, higher quality models and FX.
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.
There is a new functional unit guide should you wish to consult for costs buildtree etc. To view the unit guide please follow this link: [[2]]
What makes XTA Special, Unique, Addictive ?
XTA in comparison to AA for example, has a much more of an authentic TA feel. With no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over the years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bair roots of TA and yet open the experience to more diverse tactics. Each new unit added is excessively tested and is open for discussion by the ever growing XTA community. The main difference from the original TA (apart from the new engine)would be the teck tree and the strength of the Commanders. By opening the teck tree to higher levels early the SY clan has made the mod multi map type friendly in respects to pure metal maps etc. The choice to build higher level building and units is there, however an intelligent player will quickly learn when and how to build what and where very quickly. This also leaves the prospect of re-building your base quickly if you suffer a severe blow. Thus making XTA a more ever moving form of developing game play always keeping the players challenged.
This page will be updated in the next few days. 16/November/2006 Back to Mods
| This site is kept for historical reasons, all mods here are incompatible to the current spring engine, maybe they work with an older version of the Engine. |
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