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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 first time.


But does work aswell for new and regulars from other mods.
But does work as well for new and regulars from other mods.


= The energy buildtree =
= The Energy build tree =


[[Image:ArmenergyBpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Arm energy buildtree </span>]]
[[Image:ArmenergyBpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Arm energy buildtree </span>]]
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[[Image:Coreenergybpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Core energy buildtree </span>]]
[[Image:Coreenergybpath.jpg|thumb|300px|*<span style="background:black; color:white; padding: 0em 1em;"> Core energy buildtree </span>]]
In few words, for OTA players, '''do not build the Fusion Power Plant''', use the ''Mini Fusions'' -> ''Cloakable Fusions'' building path instead.




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 Solar Collectors/Wind Generators, and the more advanced Fusion power plant.


The energy tree for xta, differs from ota in several aspects.
== Energy producing buildings and Mobile units ==


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 ===
 
=== The basic energy structures ===




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'''Advantages:'''
'''Advantages:'''


- Is heavy armored.
- Is heavy Armoured.


- Produces a continous energy output.
- Produces a continuous Energy output.




'''Downside:'''
'''Downside:'''


- Its rather expensive in metal compared to winmills.
- Its rather expensive in Metal compared to Wind Generators.


- Blocks light laser tower fire.
- Blocks light laser tower fire.
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'''Tips'''
'''Tips'''


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


- Acts as a barricade/defense.
- Acts as a barricade/defence.




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This makes for a better energy and metal resource management, without the hassle of having to build lots and lots of storage.
This makes for a better Energy and Metal resource management, without the hassle of having to build lots and lots of storage.




'''Tips'''
'''Tips'''


- 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. '''Unless you have some sort of metal maker ai.'''
- 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 1 energy structures.
Those are the main changes for the Level One Energy structures.






=== Advanced energy structures ===
=== Advanced Energy structures ===






At Level 2, xta introduces the major changes and advantages compared to OTA.
At Level Two, XTA introduces the major changes and advantages compared to OTA.




To start with, there is a "midway" fusion energy plant.
To start with, there is a "midway" Fusion Energy plant.








'''The mini fusions'''
'''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.
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.




Line 104: Line 102:




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




Advantages:
Advantages:


- Is built by any level 2 construction unit.
- Is built by any Level Two construction unit.


- Produces 300 energy.
- Produces 300 Energy.




Downside:
Downside:


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




Tips
Tips


- You can calculate 1 minifusion per MohometalExtractor.
- You can calculate 1 Mini Fusion per MohoMetalExtractor.


- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.
- Huge explosion on self destroy, can be used as a bomb to kill incoming attacking force.
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Arm ones are built in the level 2 tank lab, and produce 260 energy.
Arm ones are built in the Level Two tank lab, and produce 260 Energy.




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- Quite less overall cost
- Quite less overall cost


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


- Its mobile! This means you can avoid attacks to it by hidding somewhere else.
- Less efficient in space/Energy output than Core Mini Fusion


- Less efficient in space/energy output than core minifusion.
- In times of peril can be used as bomb by Self Destructing.




Downside:
Downside:


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




Tips
Tips


- You can calculate 1 mobilefusion per MohometalExtractor.
- 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 defense, (as a mobile bomb), with great results.
- 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 [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=xtapev955&units=arm_mobile_fusion+core_light_fusion_power_plant reference for stats delta] between arm and core minis.
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=XTApev955&units=Arm_Mobile_Fusion+Core_light_Fusion_power_plant reference for stats delta] between Arm and Core Minis.




==== Cloackable Fusions ====
==== Cloakable Fusions ====




The Big Fusions have changed aswell.
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 minifusions, and to big fusions, but it almost completely stealth once its cloaked and within radar jammer range.
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 ====
==== 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 '''DON'T BUILD IT RIGHT AWAY'''. This big fusion is intended for late game, when you will need huge armies or mass nuclear weapons.
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 [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=xtapev955&units=arm_cloakable_fusion_reactor+arm_fusion_reactor comparative view of the cloakable and Big fusions.]
Here is a [http://modinfo.adune.nl/index.php?act=editmultiple&from=find&MOD=XTApev955&units=Arm_Cloakable_Fusion_reactor+Arm_Fusion_reactor comparative view of the Cloakable and Big Fusions.]


==== Note ====
==== Note ====


This is an attemp to explain:
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.
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.
Use a '''Cloakable Fusion''' for that purpose.




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3 The moho metal extractors take 300 energy to work (extract metal) so don't build them if you don't have the energy, or will stall your hole production.
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 =
= Power consumption/costs =


The first thing you need to know, is, Moho metal extractors use 300 of energy to work.
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.
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 1 metal extractor.
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 =
= Basic XTA description for OTA players =




All level 1 units are worth building:
All Level One units are worth building:
*Stumpies and Hammers are decent anti-MT choices.
*Stumpies and Hammers are decent anti-Missile Tower choices.
*Jeffies are very dangerous, but they do cost nearly 200 metal.
*Jeffies are very dangerous, but they do cost nearly 200 Metal.
*There is a level 1 gunship now.
*There is a Level One Gunship now.
*Freedom Fighters and Avengers have been given their sorely needed boost.
*Freedom Fighters and Avengers have been given their sorely needed boost.


All level 2 units are worth building:
All Level Two units are worth building:
*Sumos have tons of armor, huge range, rapid fire rate and move at medium speed.
*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.
*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.
*Goliaths have a great deal of health, a medium ranged Plasma main turret and a second laser turret.
*But they don't quite come for free: 2.8k metal.
*Mavericks build much faster.
*Mavericks build much faster.
*Flakkers fire at ground targets, and their antiair potential has been improved.
*Flakkers fire at ground targets, and their Anti Air potential has been improved.
*Warlords and Leviathans were massively boosted in terms of armor and firepower.
*Warlords and Leviathans were massively boosted in terms of Armour and firepower.
*Krogoths are totally krazy, man.
*Krogoths have 105,000 health and a lot of firepower, as well as a hefty price tag.


Nearly all defenses were revamped:
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.
*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.
*LLTs have the range and power to be worth building.
*HLTs are a bit costly, but they can reach further than missiles.
*HLTs are a bit costly, but they can reach further than missiles.
*An excellent early creep weapon.
*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.
*Ambusher/Toaster are now buildable by Level One Construction units and fulfil the same role as Guardian/Punisher in OTA.
*Guardian/Punisher are level 2 structures with much longer range, firepower and armor.
*Guardian/Punisher are Level Two structures with much longer range, firepower and Armour.
*Annihilators and Doomsday Machines have far higher range, more armor, and they don't blow up half your base when they die.
*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 armor available in level 2 units, you will need them.
*With all the Armour available in Level Two units, you will need them.
*BB has lost some accuracy, Intim lost some range. Both lost firepower but gained armor and area of effect.
*Big Bertha has lost some accuracy, Intimidator lost some range. Both lost firepower but gained Armour and area of effect.
*EMP/Neutron silos are short ranged, very fast building budget nukes.
*Stunner/Neutron silos are short ranged, very fast building budget nukes.
*Antinuke silos build their missiles faster to accomodate for EMP/Neutron change.
*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 gameplay impact is very big:
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.
*Metal Extractors self destruct instantly and without damaging anything around them.
*This makes upgrading to Moho Extractors less tedious.
*This makes upgrading to Moho Extractors less tedious.
*ARM has a Mobile Fusion, CORE has a stationary Light Fusion.
*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.
*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.
*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.
*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.'''
'''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.
*Regular Fusions now cost 12k Metal. Their Armour 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.
*Mine layers have several types of mines that are worth building and move faster.
*Energy and Metal Storage stores a lot more.
*Energy and Metal Storage stores a lot more.
*Missile frigates have got firepower and hitpoints suitable for their cost.
*Missile frigates have got firepower and health suitable for their cost.
*Mobile artillery and lugers are not inaccurate.
*Mobile artillery and lugers are not inaccurate.
*Decoy commanders build as fast as real commanders.
*Decoy commanders build as fast as real commanders.
*The build range on all con units has been increased.
*The build range on all Construction units has been increased.








[[Category:xta]]
[[Category:XTA]]

Revision as of 03:06, 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

* Arm energy buildtree


* Core energy buildtree

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.