XTA: Difference between revisions
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== Short Video == | |||
[[http://video.google.com/videoplay?docid=2438554672848287632&hl=en Click for link]] | |||
==History== | ==History== | ||
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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. | 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. | ||
[http:// | [http://xta.wolfgame.org/ This] is the current XTA thread. From here you will be able to read on the latest plans of XTA here, dowload the Beta, read the change log, and contribute your own ideas on the mod itself. Dont like something about Xta ? Talk about, maybe have it changed! Vote systems taken from anyone who wants to vote directly influence the changes in XTA. | ||
XTA was maintained by people from the [[SY]] clan. | XTA was maintained by people from the [[SY]] clan. | ||
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==Status== | ==Status== | ||
Development of this mod is now | http://ipxserver.dyndns.org/friends/gizmo/XTA_V8.2%20Dev%20section/Gizmo%20wing/Pictures/Unit/PEEWEE.JPG]] | ||
'''XTA is proud to be a total community run development program.''' | |||
Development of this mod is now managed by various XTA enthusiasts, the balance is near the last version made by the SY's, with some changes, as well as new build pictures, higher quality models and outstanding effects. | |||
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops. | 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: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide] | 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: [http://p15111940.pureserver.info/xta_v8.1/ Unit Guide] | ||
This has not yet been updated for the beta, please read the [http://xta.wolfgame.org/files/XTA9%20Beta.rtf change log] for more detail. | |||
XTA Development discussion now takes place at the [http://xta.wolfgame.org/forum/index.php XTA forums]. | |||
XTA Development discussion now takes place at the [http:// | |||
==What makes XTA Special, Unique & Addictive?== | ==What makes XTA Special, Unique & Addictive?== | ||
XTA has an authentic TA feel, with no turbo charged easy fix solutions. Each unit has been carefully and slowly modified over | XTA has an authentic TA feel, with no turbo charged easy fix solutions; player must rely on forethought & tactics rather than mass spam against mass spam. Each unit has been carefully and slowly modified over many years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare 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 tech tree and the strength of the Commanders. By opening the tech 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. | ||
Did i mention we have the best D_Gun FX ever? | |||
For a look at important differences in the economies of OTA and XTA, see the page [[Ota2xta]]. | For a look at important differences in the economies of OTA and XTA, see the page [[Ota2xta]]. | ||
== EyeCandy == | |||
http://ipxserver.dyndns.org/friends/gizmo/XTA_V8.2%20Dev%20section/Noruas%20wing/new%20fx/show2.JPG | |||
[http://xta.wolfgame.org/forum/viewtopic.php?t=19&postdays=0&postorder=asc&start=40 More graphic images click here] | |||
Back to [[Mods]] | Back to [[Mods]] | ||
Revision as of 12:17, 29 May 2007
Short Video
History
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.
This is the current XTA thread. From here you will be able to read on the latest plans of XTA here, dowload the Beta, read the change log, and contribute your own ideas on the mod itself. Dont like something about Xta ? Talk about, maybe have it changed! Vote systems taken from anyone who wants to vote directly influence the changes in XTA.
XTA was maintained by people from the SY clan.
Status
]]
XTA is proud to be a total community run development program.
Development of this mod is now managed by various XTA enthusiasts, the balance is near the last version made by the SY's, with some changes, as well as new build pictures, higher quality models and outstanding effects.
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: Unit Guide This has not yet been updated for the beta, please read the change log for more detail.
XTA Development discussion now takes place at the XTA forums.
What makes XTA Special, Unique & Addictive?
XTA has an authentic TA feel, with no turbo charged easy fix solutions; player must rely on forethought & tactics rather than mass spam against mass spam. Each unit has been carefully and slowly modified over many years with no drastic pruning to incorporate massive needless units. We believe XTA should keep to the bare 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 tech tree and the strength of the Commanders. By opening the tech 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.
Did i mention we have the best D_Gun FX ever?
For a look at important differences in the economies of OTA and XTA, see the page Ota2xta.
EyeCandy
More graphic images click here
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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