arg you need ages in this skin without section headers
till you can edit something. Wie schauts mit User:SeanHeron/Umläüten aus?
why arent I getting little edit notes ?
Talk:Main_Page I want to go there please!
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Template:Wikipedialang </div> </div> Template:Newpagelinksmain
link to template:Main_Page
testing the maintanance page: teh
liek
Testing: here
can I use any page as a template ? 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 to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play. The true first mod or game of what of became spring was a civil war or world war 1 game that had settlements you captured, and had entirely different resources such as gold, and research.
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 with the most ancient and famous to the oldest of players, SJ; 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. Noize started Xta's modern look, with flashy big explosions (XTA Pimped Edition), which he would later unnecessary and extremely laggy. A short time afterward KNOX grabbed hold of it so to speak, ran by Myg and Gizmo. For a short time a major debate became visible that XTA was Knox's mod now, this would be shortly dismissed.
For Some time now since XTA v7.1, some of the most radical things have happened to XTA. Some would say it was the wrong turn, but XTA 7 was the peek of player numbers at the time (Absolute Annihilation was at the time in major decline and Balanced Annihilation was coming to the throne).
Today XTA still has more players then any Game or Mod that is not TA-based. Since v8 Noruas has been working very hard on the mod over the year and a half, and has more to be done. There has been many questions about his sanity though, search it up on the forum [here.] Although it may seem bad, it is very good to keep check on game developers.
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]
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