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This is a reference for OTA players that play xta mod for the fist time.
This is a reference for OTA players that play xta mod for the fist time.
But does work aswell for new and regulars from other mods.


= The energy buildtree =
= The energy buildtree =
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- Combine with windmill farms in windy maps for better results.
- Combine with windmill farms in windy maps for better results.


- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy.
- In early game, if you are using metal makers, it generates non continous metal output, so dont build one if you are using metal maker economy. '''Unless you have some sort of metal maker ai.'''





Revision as of 14:13, 2 January 2010

This is a reference for OTA players that play xta mod for the fist time. But does work aswell for new and regulars from other mods.

The energy buildtree

* Arm energy buildtree


* Core energy buildtree


In few words, for ota players, dont build the Fusion Power Plant, use the minifusions -> Cloackable 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 solarpanels/windmills, 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 armored.

- Produces a continous energy output.


Downside:

- Its rather expensive in metal compared to winmills.

- Blocks light laser tower fire.


Tips

- Offers a quick solution for energy stall at mid metal cost (145 metal).

- Acts as a barricade/defense.


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 continous metal output, so dont 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 1 energy gameplay.


Advanced energy structures

At Level 2, 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 buildtree, and offering 19x-22x times the output of a single solar.


Core Mini Fusion

Produces +300 energy and are built by lvl 2 builders.


Advantages:

- Is built by any level 2 construction unit.

- Produces 300 energy.


Downside:

- It uses more space, for less energy output compared to bigger fusions.


Tips

- You can calculate 1 minifusion 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 2 tank lab, and produce 260 energy.


Advantages:


- Quite less overall cost

- Its build very fast because of the strong nanolathing form the level 2 tank lab.

- Its mobile! This means you can avoid attacks to it by hidding somewhere else.

- Less efficient in space/energy output than core minifusion.


Downside:

- Forces the arm player to build level 2 tank lab to have access to it.


Tips

- You can calculate 1 mobilefusion per MohometalExtractor.

- It has a huge explosion on self destroy, and is used often as a last resort defense, (as a mobile bomb), with great results.



Here is a reference for stats delta between arm and core minis.


Cloackable Fusions

The Big Fusions have changed aswell.

Now the Cloakable fusion, takes the place of what used to be the normal fusion, that is, it produces 800 energy and has a small penalty in its cost compared to minifusions, 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, the unit is what used to be the original fusion, so DON'T 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 attemp 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.

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 slightly higher than x^5, with x = energy drain of level 1 metal extractor.


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.