- fixed underwater move bug of Triton/Crock - speed of underwater move of all commanders, walking mines and underwater tanks adjusted, hard to say how much, but the move is now recognizable (depthmod=0.03)
GAME - fixed model radius of air-transports (Spring 91.0 bugfix) so load/unload works fine again - lualization of Gamedata/icontypes.tdf -> icontypes.lua - unit_comm_nametags.lua widget repaired - bigger spread for mass airtransports (unloadSpread: 1->3) - Eagle and Vulture (radar planes) have radar ON when built by default - dragon teeth models of both main sides are a bit bigger (before: 1/2 of OTA/BA teeth, current: 3/4 of OTA/BA teeth) and their mass changed from 49 => 1600 - CORE tower AA beam now shoots only lowVTOLs, too, as ARM missile one does. - experimental: heatmapping ON (low level) for most of the types of units to avoid "grouping" in one path - EMP paralyzation effect now appear when current health of unit is reached, not when the maxHealth reached as was before (default) - reclaiming works more gradual now - you get resources not at the end, but after every 1/4 of reclaim, for features and dead units works the same - lualization of modrules.tdf -> modrules.lua - fixed 34 bad yard unit definitions - fixed 2 old names of targeting class - old player_killed messages working again (f.ex.: "Team 1 (danil_kalina) has been terminated") - "pirates" and "spacebugs" startoptions removed (pirates subproject abandoned, only pirates mission will be created, spacebugs mode can be played by adding Spacebugs AI)
NOE - added support for missions and NOE AI modifications - NOE: enhanced build decisions for late games
MISSIONS + NEW MISSION: TTD (Transportable Tower Defence) - alpha test - read more
i just restarted playing nota and i noticed that the planes simply disappear now when they die...i remembered that the planes started falling and crashed(or just blew up) when they died and it was very neat and realistic and made the game more immersive.
i just restarted playing nota and i noticed that the planes simply disappear now when they die...i remembered that the planes started falling and crashed(or just blew up) when they died and it was very neat and realistic and made the game more immersive.
pepe did you remove that????
Of course not.
Try to check your graphic settings or test it with low number of units. Or try nota 1.66 for example.
not AA weapons of - Peewee, Bulldog, Pyro , Spider, Anaconda/Snapper (1.1 -> 1.0), Maverick (1.3 -> 1.0)
=> dont worry, no big change, we are back before engine change fixes, basic AA now works good as before (yes, it was weak a bit in last two versions)
=> ship AA range handicaps stay
fix - twice bigger build range for FARK to avoid repeating "tries" to build a building (60->128, now the same like Necro)
fix - hellfish added in list of planes with big default spheres -> lowered
fix - Avengers ground units chasing bug
fix - refueling model collision bug (Spring 91.0) for Lancet, Titan and Firebat
fix - Osprey's main gun and Flying Wing's MG cannot be forced to attack ground
speedup of model spheres fixgadget
NOE AI
general
lrpc's (Bertha/Intimidator) and blueLeaser weapons (Annihilator/Doomsday machine) added to Defence Tech2 nod buildlist
more simple, slower and stupid expansion algorithm for eco bots
silly testing targeting replaced with planned new one
groupDefs
added new guard groups for safe expanding and conquering the territory for both sides
bigger transfer numbers for eco guards groups
first eco bot is not battlegroup assister, but mex builder
added expTowers class to some other attack groups
enhanced rocko group (bigger) and added the equivalent one to CORe (doesnt had antiarmor group yet)
new group "stumpy-raider"
bigger groups of builders, lower transfer counts for these groups
forgotten usage of class "lessDangerousGroundUnits" for antiground planes groups
some "lightAttacker" groups of light bots are now "cleaner"s
all small ak's groups are cleaners <- raiders spirit
many small changes in spirits, numbers, status and preference numbers
panther group is "cleaner" now
functions
more simple, slower and stupid expansion algorithm for eco bots
ChooseClosestTargetGivenClass() with parameter class=="all" choose from all targets in list
ChooseClosestSpot() is now using the learning feature of previous function ChooseMexSpot()
RealBufferJob() gets PrepareFirstUnit(secondGroup.groupED) before every try to transfer to prevent returning to "new leader's pos"
spirits
new spirit "cleaner" derivated from "lightAttacker"
new spirit "invisible-raider" for snipers, at least! :)
new spirit "heavySupportLine" boosting the role of rocket bots against armor spam (simply derivated from secondary line)
new spirits "builderDefender" - 8 light bots guarding eco group
targeting for "raiders" and "cloacked-raiders" is changed to new one =>
=> dependable on static value unit attacking group (attacking_by_BigMove) asks for position or not
lowered distance of "lightAttackers" from target - 200->100
"artileryCommander" now stop only leader unit, not full group, when enemy in range
"cloacked-raider" is more like "cleaner", then "raider"
upgraded "support-line" and "artileryCommander" spirit on planned levels (better copy move of the leader, stop arty when enemy close,...)
main tank dont attack factory when weak, look for metal target
added part of missing code in "lightAttacker" (more in fix chapter)
formations
new formation "circle"
leader of main attack formation gets better position a bit behind the lines
added "standardLineZig" to replace "standardLine2nd" formation as secondary formation, all three (main, zig-version, 2nd) generated from +1 place, because save pos for leader
again main formation changed (previouse move of the leader was not good)
"artyLine" get bigger X-scale (50->70)
"swarm" and "cirlce" gets lower constrainLevel (swarm 4->2, circle 16->2)
classes
new class - lessDangerousGroundUnits - containing all fat armored units (as targets for antiground air)
every class of targets gets "static" = true/false value (for use in targets list) - prepared for a long time, but till now not used
plans
tech2 expansions have endplan patroling hardcoded
fix
additional units in eco groups now dont stay at base (only 1st unit was doing something)
forgotten choosing from list of targets at "lightAttacker" and "raider" spirit added (old code killed), so attackers choose more targets now
fixed start game sleeping of AI if not enough mexes around tower
fixed energy stall if AI have to big metal income
fixed some old mistakes and copleted missing code in "supportLine", "raider" and other spirits
the annoying message about units there were not in any group is killed
Debug was longer, but current version is almost ready. Except two spectators UI details seems no big issue can kill todays release. You have last chance to polish the game before stable.
Slasher's LOS enhanced (+20 %) (400 -> 480) and HP enhanced (+20 %) (650 -> 786)
AA missile range of Panther lowered (700 -> 650)
loopback attack possible for all AAA units (A-fighters, sea A-fighters, AA-fighters, Interceptors), but theres a new widget that select the default behavior for plane
Black Lily loose 6 bombs (8 -> 2), +100% bigger area effect of bombs (74 -> 150), 400% damage for each bomb to all targets (380 -> 1520)
Firebat napalm bombs have slower drop (=> bigger area off effect)
advanced bombers Phoenix/Hurricane becoming carpet bombers - gets +18 bombs (4x, 6 -> 24), but 50% damage for each bomb and energy price of bombers +50 %
Thunder/Shadow and Phoenix/Hurricane do less damage to medium armor and much lesser to heavy armor (230,230,230 -> 230,184,103 for basic bombers, half for advanced ones)
Ground
crawling bombs buildtime reduced by 40 % (8000 -> 4800 for Invader, 8900 -> 5340 for Roach)
150% build range for all commanders (128 -> 192)
underwater platform added in buildlist of hover constructors for both sides
again changed the hitsphere of both dragon-teeths (20/20/20 -> 30/20/30)
Triton is now radar stealth, its energy cost is increased by 33 % (2900 -> 3857) and buildtime increased by 20 % (6112 -> 7334)
changed hitsphere of Shika
much smaller hitsphere for ARM Pod, a bit smaller hitspheres for Triton, Grayhound, Bulldog, Reaper, Crock
Sensors
radarEmitHeight higher (20 -> 80 for CORE radar, 20 -> 75 for ARM radar)
all ships LOS and radar emit heights added (all were default 20, now 50 for destroyer class, 70 for cruisers and carriers class, 90 for flagships)
+33 % for radar range of both electronic war ships Scrambler/Blotter (2500 -> 3325)
sonar range enhanced +10 % (1276 -> 1400)
seismic signature for all subs working now (0 -> 2)
UI and WIDGETS
New chili based Nota UI = gui_chili_nota_ui.lua minimap, selection bar, build/order bar, resource bar
Grab Chili Epic menu, Chili tooltip integrate it to NotaUI
Add gui_tactical_grid.lua (default OFF)
Add cool gui_tactical_select.lua
Add cmd_air_loopback_default.lua
added widget camera_smoothcam.lua (= smooth zoom)
added widget map_external_grid.lua (= grid instead of water as background)
added notAicon in game (for taskbar)
created new widget gui_radar_view_on.lua that enables radar view at start of the game
created cool widget that make formations on gathering points (for units comming from factory)
widget Factory Auto-Repeat sets repeat on just created factories, not finished ones
Changed unit_healthbars.lua = added fuel bar, remove feature health (slowdowns)
repaired end-order patrol for clever_gathering_point
killed anti-spam for game taunts
fixed LOS and RadarView from start for Specs (OFF for them by default now)
ON default - unit_improved_metal_maker.lua
ON default - cmd_fac_holdposition.lua
ON default - unit_smart_area_reclaim.lua
ON default - cmd_factory_repeat.lua
FIXES
fix - again smaller spheres for planes (14x14) to avoid crawling mine unload bug and not loosing airbus from view
fix - bombers (spring 94.1, killing "manualBombSettings" parameter), true working bombers, including carpet bombers and flying fortress
fix - long console content (=> was crash)
fix - Grayhound AA gun cannot attack ground now
fix - added missing commands icons - Jump and Teleport
fix - noe_sprits.lua (random function in mexes builder)
fix - huge increase of heatmapping for ships (0.8,200) and small increase of it for tanks (0.2,30)
fix - collide/avoid friendly unit for ground weapon of CORE tower = false
fix - spawner fix for game launch without lobby
fix - floating mexes and metal makers tags (MaxSlope,MaxWaterDepth)
fix - multiple bombs throwing fixed for Hellfish, Vashp, Flying Wing, Black Lily, Firebat
fix - a bit buring units in napalm
fix - tanks reverse (spring 94.1)
NOE
added "secret" terraform parameter (its executed when game starts, so its hidden for players who have not LOS on that place)
added recalculation of metal map for notAmap
NOE conditions added (LuaRules/Configs/noe/noe_conditions.lua)
NOE events added (LuaRules/Configs/noe/noe_events.lua) and enhancement of its execution
NOE actions added (LuaRules/Configs/noe/noe_actions.lua)
NOE terraforming added (LuaRules/Configs/noe/noe_terraform.lua)
NOE map added - noe_map.lua/map.lua introduced
mission_data_loader updated for conditions, events, actions and terraforming
added "spawLessPlayersDontSpawn" in spawnEdit library - function, that in mission looks at all planed spawns and if some slot for player is not used -> those spawns are not executed
setting amount of resources for all games with NOE in unit_noe.lua/noe_side.lua and mission settings.lua
fix - loader bad debug condition
new conditions in conditions library
widget "mission editor" that generates the code for noe use+ NOE tasks added - noe_tasks.lua/tasks.lua and task table to describe groups mission tasks
all groupDefinitions have now own default values
new groupDef parameters - "factories", "taskName"
huge fixes and in group changer
missionInfo, missionKnowledge, etc.. introduced
initGroup structure introduced
BigMove - dependant groups use rotation of their leaders now
activity checking in RunSpirits function (spirits of not active groups are not executed, override notSleeper)
fix of those bloody unit counters! :) (pepe is noob)
fix for GetPositionOfGroup(groupID)
+++++ MANY MANY plans, spririts, conditions, events, actions added (tens of such things)
SPACEBUGS
jamming effect of dust cloud of Dust Bug lowered (1400 -> 400)
MISSIONS
all working missions equiped with conditions, events and actions files
fix all .ini map setting (SpecMapName -> MapName) to be coherent with Nota :: Lobby
fixed when mission doesnt have specified start resources (aiDefs/side.lua)
MISSION: rom-a03
full trigger map made
transport paths completed
air attacks
gadget checkers for transports added
first random taunt reactions added
tank raiders!
airdrops!
combined airstrikes!
CREDITS
PepeAmpere- ideology protector, game mechanics guard and development, AI and missions development, bug hunting a1983 - UI designer and coder, UI testing, fixing, overall bug hunter, widget creator Godde - tester, killer of crazy ideas of game mechanics developer, Godde danil_kalina - dirty tester
Loadscreens still say NOTA 1.6. Grayhound shoots its AA machinegun at strategic bombers (which it cannot reach of course). NOE seems a bit weaker somehow, can't say what exactly is different, but shard wins more than with older version.
luckywaldo7: thanks to our UI king, it looks cool, yes
yuritch:
yuritch wrote:
Loadscreens still say NOTA 1.6. Grayhound shoots its AA machinegun at strategic bombers (which it cannot reach of course). NOE seems a bit weaker somehow, can't say what exactly is different, but shard wins more than with older version.
Loadscreens - true (because 1.6 was last big change of balance and main game mechanics) and we plan new when multiplayer campaign is added.
Greahounds AA - depends, if strategic bomber flying low (it can), so it shoots. Its not unwanted behavior sometimes.
Possible - main aim in this upgrade was in adding new structures (for editor and missions) and fixing stuff. I was trying to do not touch the skirmish part of AI, but maybe the buggy behavior was in some cases better then the "fixed" one. Truth is, overall output of skirmish AI was not much tested after big changes on mission tools and i have to admit, your shard AI module for NOTA is great oppononent. So it is possible current NOE is a bit worse, in next release it gets AI tools made for mission and we can make another round of AI wars
[*] Greahounds AA - depends, if strategic bomber flying low (it can), so it shoots. Its not unwanted behavior sometimes.
Well we could make it have spherical or elliptical range with heightMod =< 1
Code:
float heightMod Default: 0.2 (0.8 for #Cannon, 1.0 for #BeamLaser and #LightningCannon) Changes the spherical weapon range into an ellipsoid. Values above 1.0 mean the weapon cannot target as high as it can far, values below 1.0 mean it can target higher than it can far. For example 0.5 would allow the weapon to target twice as high as far.
[*] Greahounds AA - depends, if strategic bomber flying low (it can), so it shoots. Its not unwanted behavior sometimes.
Well we could make it have spherical or elliptical range with heightMod =< 1
Code:
float heightMod Default: 0.2 (0.8 for #Cannon, 1.0 for #BeamLaser and #LightningCannon) Changes the spherical weapon range into an ellipsoid. Values above 1.0 mean the weapon cannot target as high as it can far, values below 1.0 mean it can target higher than it can far. For example 0.5 would allow the weapon to target twice as high as far.
OMGodde! You forget what does it mean for morale of army! Imagine those small poor Palestinians or Somalien warriors. They miss with 99 shots from 100, but how they are happy from each shot! Some missfire in battle is cool, man.
By the way: What I heard its hard to balance this shity setting for changin' engin'
Users browsing this forum: No registered users and 1 guest
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum