NOTA 1.82 - Page 21

NOTA 1.82

Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer

User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Re: NOTA 1.40

Post by smartie »

Thor check you pm
Jamuk426
Posts: 30
Joined: 31 Jan 2008, 22:56

Re: NOTA 1.40

Post by Jamuk426 »

Hi, I'm not exactly sure whether this problem is due to the mod or my comp, but the Flying Fortress will not fire any of its cannons. It does nothing but drop bombs for me, but I have seen no mention of it in this topic.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: NOTA 1.40

Post by j5mello »

the lasers are anti air only...

you can't force them to fire they only work when air units get in range...
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.40

Post by Klopper »

Wow, just played my first NOTA games...congratulations, uber cool mod 8)
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.40

Post by Klopper »

hmm btw is it intentional that hover cons can still assist their lab? or bug?
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.40

Post by Thor »

:oops: that would be a bug.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: NOTA 1.40

Post by Neddie »

So, what are the plans for the next version?
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Re: NOTA 1.40

Post by MadRat »

Thor,

I like how the NOTA theme is more built around a strategic game than pure tactics.

Have you ever thought of making stealth units light precision-strike units while stealth with the ability to morph into heavy haul non-stealth units? This would give the added dimension that to use stealth you sacrifice payload but gain precision strike against key targets. (They could have bonuses against things like radars, SAMs, and targeting computers.) Once stealth is no longer necessary to get to the target then the player is able to switch the stealth for payload. If stealth is necessary again another morph back would solve the problem.

Just a suggestion to add a new dimension to the game.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: NOTA 1.40

Post by Guessmyname »

Fun Fact: NOTA is the only TA-based game in my mod folder (asides XTA, which is there by default...)
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.40

Post by Thor »

neddiedrow wrote:So, what are the plans for the next version?
Mostly refining and balance tweaking. I'm overall pretty happy with the balance in this version. That's not to say everything's perfect: tech 2 air in general is probably too powerful relative to the other three tech options, so we've lowered the build speed of the adv. air plant. The new troop transports will probably be given their own factory at lvl 1 since by the time they are available they are already approaching obsoleteness. Firebats are a bit too powerful now as well, I think.

Stealth bombers now decloak for only a very short time when they drop their bombs, so they have a much better chance of making it back alive. The Arm get a high altitude spyplane that should be useful late game. It flies at about the same altitude as strategic bombers, and although weak, can usually make it past even the heaviest AAA and fighter patrols thanks to its high speed.

Other changes: ship bonus damage to hovercraft lowered. Cruisers taking a bit of a nerf. Pyros improved. Rocket truck reload increased. Fixing problem with blades sometimes not shooting their cannons at flying fortresses.

Since fighter behavior is going to be fixed in next spring version, (yay! :-) ) the only major annoying problem left in nota is bombers not being able to fire their defensive guns after dropping their bombload. Since bombers aren't really suicide weapons like in most mods, the guns are kind of vital since a fighter escort is usually not possible. We've tried using cob to set the fuel temporarily above zero so the guns could fire, but it didn't work. Apparently you can't set fuel higher once it's reached zero. So now we're thinking it might be possible to use LUA to make the turrets a separate invisible unit. Neither of us really knows what we're doing with LUA though. If anyone thinks they could help with this, it would be much appreciated.

Here's my other post about the problem:
http://spring.clan-sy.com/phpbb/viewtop ... =a&start=0
MadRat wrote:Thor,

I like how the NOTA theme is more built around a strategic game than pure tactics.

Have you ever thought of making stealth units light precision-strike units while stealth with the ability to morph into heavy haul non-stealth units? This would give the added dimension that to use stealth you sacrifice payload but gain precision strike against key targets. (They could have bonuses against things like radars, SAMs, and targeting computers.) Once stealth is no longer necessary to get to the target then the player is able to switch the stealth for payload. If stealth is necessary again another morph back would solve the problem.

Just a suggestion to add a new dimension to the game.
Do you mean like a commando type unit? I'm a bit wary of putting in units that require lots of micro to use. We have talked about the idea of a submarine/cruiser hybrid, which might be similar to what you're saying. It would be able to surface to fire long range guns or submerge to sneak around.
Guessmyname wrote:Fun Fact: NOTA is the only TA-based game in my mod folder (asides XTA, which is there by default...)
nice! :-)
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Re: NOTA 1.40

Post by MadRat »

I'm sorry, Thor, what I meant by "stealth" units actually had to do with stealth air units. My well thought out sentence wasn't so well phrased after all. heh
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.40

Post by Klopper »

You might be interested in having a look at the nanobeam the CA team has made and, if you should like it, ask them if you can use it? IMHO it looks really cool, and an instant beam might look better then "dots" of nanospray slowly flying around over great distances...
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.40

Post by Thor »

hmm, CA's nanospray just looks like the default nanospray to me. Am I missing something? Maybe it only works with newer videocards or something?

Sorry for the confusion, madrat, I see what you were saying now.

1.41 is nearly done. Probably will be releasing in an hour or two.
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.40

Post by Thor »

I wasn't able to upload to any of the spring file sites, so for now I guess I'll use megaupload.
http://www.megaupload.com/?d=N59APCMU
If anyone can get it to upload to springplayersclub or jobjol's site I would appreciate it. I just get errors when I try it.
Here's the changelog for 1.41:

1.41
==============

-Added "Angel" High Altitude Spy Plane for ARM
-Added factories at tech level 1 for the skybus and valkyrie II infantry transports
-Skybus has two machine guns to defend itself with
-Autoheal increased for all infantry kbots
-Ship-to-Hovercraft damage decreased
-Construction hovercraft, light hovercraft, and hovertank speed increased
-Artillery hovercraft hitpoints increased
-Cruiser range decreased
-Missile ship damage to ships reduced
-Advanced Aircraft Plant buildspeed lowered
-Advanced Strategic Bomber buildtime lowered
-Hellfish do a bit more damage to ships
-Black Lilly now decloaks only for a moment when dropping bombs
-Improved Blade Interceptor aiming with guns, removed missile
-Fast Attack Kbots build faster, cost slightly less energy
-EMP missiles travel faster, do more EMP damage
-Crawling bomb cost decreased
-Panther speed increased
-Annihilator hitpoints increased
-Fuel for gunships increased
-pyro slightly improved
-increased reload time on merls and diplomats
-Arm Anti-Air Cruiser turret turnrate increased
-Fixed diplomat rockets falling short of target
-Fixed factory production speed gadget
Totbuae
Posts: 38
Joined: 14 Nov 2007, 08:22

Re: NOTA 1.41

Post by Totbuae »

NOTA is the only TA themed mod I play (I also play Spring 1944). I consider it vastly superior to any of the Absolute Annihilation clones.

That being said, I have some "bugs" to report. Hovecraft platforms can be build-assisted by mobile constructors and Goliaths emit smoke while being built. These were found on ver 1.40, hopefully someone reported them on time for them to be fixed for this ver (I'm still working on getting ver 1.41, megaupload is a megahassle :P ).

Once again, outstanding job, seriously.
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.41

Post by Thor »

Thank you very much :-) .

The hovercraft platform has been fixed. I had never noticed the smoking goliaths though. Thanks for reporting.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: NOTA 1.40

Post by Klopper »

Very nice update, especially the hover buff 8)
Thor wrote:hmm, CA's nanospray just looks like the default nanospray to me. Am I missing something? Maybe it only works with newer videocards or something?
Only Core has the new nano-laser in CA, maybe you tried it with Arm?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: NOTA 1.41

Post by AF »

methinks someone forgot darkstars.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: NOTA 1.41

Post by Guessmyname »

Totbuae wrote:NOTA is the only TA themed mod I play (I also play Spring 1944). I consider it vastly superior to any of the Absolute Annihilation clones.

Once again, outstanding job, seriously.
QFT. NOTA = win.
Totbuae
Posts: 38
Joined: 14 Nov 2007, 08:22

Re: NOTA 1.41

Post by Totbuae »

Only CA nanotowers have the new nanolathe effect (for both Arm and Core). The rest of the constructors have the default effect.
Post Reply

Return to “NOTA”