XTA: Difference between revisions
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XTA has an authentic OTA feel. One of, if not the closest mods in Spring to OTA. With only a few extra units added in the mod is seen as a mod with no "turbo speed" and easy fix solutions. Players must rely on thought, carefully and tacticlly playing the game and thinking about what your opponent may do to counter you. The mod is not about spam and every unit counts. | XTA has an authentic OTA feel. One of, if not the closest mods in Spring to OTA. With only a few extra units added in the mod is seen as a mod with no "turbo speed" and easy fix solutions. Players must rely on thought, carefully and tacticlly playing the game and thinking about what your opponent may do to counter you. The mod is not about spam and every unit counts. | ||
The mod has been balanced for '''over 5 years''' and every unit has been carefully balanced to make sure no unit is OP, or "Over Powered". No mod is perfect, but XTA has been debated the most balanced [[TA]] mod of all time, even more so then [[ | The mod has been balanced for '''over 5 years''' and every unit has been carefully balanced to make sure no unit is OP, or "Over Powered". No mod is perfect, but XTA has been debated the most balanced [[TA]] mod of all time, even more so then [[Balanced Annihilation]]. | ||
We believe XTA should remain true to the bare roots of OTA while still being able to open up new dimensions using the Spring Engine and modern ideas. | We believe XTA should remain true to the bare roots of OTA while still being able to open up new dimensions using the Spring Engine and modern ideas. | ||
Revision as of 18:26, 7 September 2008
XTA v9.5 is now released. Read the change log then download the mod file from here
History
XTA was a balance mod for TA, developed by the SY clan. It's 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 forum. 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. Don't 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, from small matters of graphics to balance issues of metal costs or damage per second.
The mod has gone through many developers, starting with the [SY] clan, and then moving onto other users. Most notably Noize, a founder of BA and the [KnoX] clan who worked on the mod until a year and a few months ago.
The mod is now developed primarily by Noruas with help from Elemental_Gizmo and Sheekel.
Status
XTA is proud to be a community-run development program.
Devolpment of the mod is done by the community with everyone's views being respected.
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the spring engine develops.
There is a fairly new guide been put into place to give players an idea of what unit to use in certain situations, to view this follow this link: Unit Guide.
XTA Development discussion now takes place at the forum regarding graphical issues, balance issues and bugfixes.
What makes XTA Special, unique and addictive?
XTA has an authentic OTA feel. One of, if not the closest mods in Spring to OTA. With only a few extra units added in the mod is seen as a mod with no "turbo speed" and easy fix solutions. Players must rely on thought, carefully and tacticlly playing the game and thinking about what your opponent may do to counter you. The mod is not about spam and every unit counts.
The mod has been balanced for over 5 years and every unit has been carefully balanced to make sure no unit is OP, or "Over Powered". No mod is perfect, but XTA has been debated the most balanced TA mod of all time, even more so then Balanced Annihilation.
We believe XTA should remain true to the bare roots of OTA while still being able to open up new dimensions using the Spring Engine and modern ideas.
Main differences between XTA and OTA, begin with the early tech tree as all constructors can make all labs, with the exception of the Krogoth Gantry. This makes it more user friendly for metal maps and opens new tactics such as two or more players quick teching together. A descion made by the [SY] clan at the start. The commanders are also stronger and also have a morphing system allowing them to grow stronger in exchange for experience and resources. There are a few extra units, most notably the sub pen and a few units have roles changed/moved.
However an intelligent player will quickly learn when to build what, may it be lab or unit. It also gives the opportunity to rebuild your base after an attack. This makes XTA a mod constantly keeping the player enteratained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game.
For a look at important differences in the economies of OTA and XTA, see the page Ota2xta.
EyeCandy
XTA is arguably the most good looking mod in terms of graphics. With new unit models and new explosion/smoke etc effects being released with every update the XTA mod keeps up to date with the Spring Engine and what it has to offer.
Here are some pictures of what XTA has to offer.
Some short videos of the new D Gun effect from the Commander, and the Annihilator beam.
NEWER: [Youtube account with some xta videos]
OLD: [D_Gun FX] [Annihilator FX]
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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