NOTA 1.82 - Page 68

NOTA 1.82

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PepeAmpere
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Re: NOTA 1.68

Postby PepeAmpere » 20 Jul 2012, 21:07

hotfix - NOTA 1.681

download page - google project site

------------ CHANGELOG ---------------------

v1.681

- 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)
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Re: NOTA 1.68

Postby PepeAmpere » 04 Sep 2012, 20:28

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Its not final release, but interested people can test it. New NOTA with first mission: NOTA 1.69a
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Re: NOTA 1.69

Postby PepeAmpere » 10 Sep 2012, 07:15

Stable NOTA 1.69 on-line!

download page - google project site

------------ CHANGELOG ---------------------

v1.69

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
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nightcold
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Re: NOTA 1.69

Postby nightcold » 02 Oct 2012, 21:42

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????
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Re: NOTA 1.69

Postby PepeAmpere » 03 Oct 2012, 09:42

nightcold wrote: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.
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Re: NOTA 1.69

Postby PepeAmpere » 17 Oct 2012, 23:06

Stable NOTA 1.70 on-line!

download page - google project site

------------ CHANGELOG ---------------------

v1.70

GAME

  • killed heightMod lowering the AA shootdistance of:
    • Jethro/Crasher, Samson/Slasher, Hermes/Horgue, Crabe (1.1 -> 1.0)
    • Defender/Pulverizer, Panther (1.3 -> 1.0)
    • Swatter/Slinger (1.4 -> 1.0)
    • 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
    • killed debug message about sleeping group
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Re: NOTA 1.70

Postby PepeAmpere » 21 Oct 2012, 05:05

Stable NOTA 1.71 here after few hours and days!

Image

download page - google project site

------------ CHANGELOG ---------------------

v1.71

GAME

  • Zeus/Pyro gets + 10% HP (975 -> 1075, 620 -> 680)
  • fix - Vashp sphere added into list of planes with big sphere
  • fix - unitdefs_post.lua SPissue killed ;)

NOE

  • NOE spawner fixed, now place the unit in height on given place, not in Y = 0
  • xAnt mapping!

MISSIONS

  • all missions prepared for lobby Single Player (TTD and Spacbugs .ini)
  • media files, icons, descriptions for 3 missions
  • file for using gadgets from unit_noe.lua - gadgets.lua
  • file for own work with debug GUI - gui.lua

NEW SP mission: Spacebugs

  • made and prepared the Single Player version of normal Spacebugs (need map Talus)

NEW SP mission: xAnts pathing demo

  • one NOE tools promo showing pathing algorithm of ants
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Re: NOTA 1.71

Postby PepeAmpere » 24 Apr 2013, 06:02

Second test version of new NOTA is out again. IF no vital bug is found, stable will be released in few hours.

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(Get test NOTA 1.75b by clicking on image)
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Re: NOTA 1.71

Postby PepeAmpere » 28 Apr 2013, 07:42

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.

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(Get test NOTA 1.75f by clicking on image)
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Re: NOTA 1.71

Postby PepeAmpere » 30 Apr 2013, 21:27

New NOTA is here. Enojoy

Image

(click on image for download)

CHANGELOG 1.71 -> 1.76

GAME

  • General

    • modrules - gaia features ONLY are visible without "exploring" them (before: all were seen)
    • strange secondary tracks behind small commander (armcom2/corcom2) are history

  • AIR and Anti-air

    • enhancment of Toadfoot - weapon targetting tolerance lowered (3000 -> 500), changed max altitude (220 -> 440), possible button highAlt/lowAlt, (btw sure 0% missfire with HOLD FIRE)
    • Samson/Slasher AA missiles damage rethink (Samson 145 -> 3x66 split 0.3, Slasher 145 -> 2x88 split 0.5)
    • 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
  • Renamed ui_ron_taunts.lua > api_ron_taunts.lua
  • Renamed gui_radar_view_on.lua > map_radar_view_on.lua
  • Turn off default RedUI
  • 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
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luckywaldo7
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Re: NOTA 1.76

Postby luckywaldo7 » 01 May 2013, 02:56

Wow, some of the improvements you are making to the UI are making a serious difference. Great job on the release!
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MasterZH
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Re: NOTA 1.76

Postby MasterZH » 01 May 2013, 13:12

Few changes sounds pretty massive :shock: and i definitely need closer look on some. Big thanks to all good people responsible for this huge update.
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yuritch
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Re: NOTA 1.76

Postby yuritch » 01 May 2013, 21:24

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.
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Re: NOTA 1.76

Postby PepeAmpere » 02 May 2013, 02:42

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 :twisted:
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Godde
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Re: NOTA 1.76

Postby Godde » 12 May 2013, 19:40

PepeAmpere wrote:[*] 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: Select all

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.
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Zero
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Re: NOTA 1.76

Postby Zero » 13 May 2013, 18:54

Godde wrote:
PepeAmpere wrote:[*] 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: Select all

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! :twisted: Some missfire in battle is cool, man.

By the way: What I heard its hard to balance this shity setting for changin' engin' :lol:
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Re: NOTA 1.76

Postby PepeAmpere » 02 Jun 2013, 19:59

Godde: need to be fixed, but spherical parameters are not good way for fixing it, cause it different with every engine (=> so its harder to balance it if you have shootRange plus some secondary values)

Zero: true its hard to fix it everytime, so ill wait till next engine.
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AntiAllez
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Re: NOTA 1.76

Postby AntiAllez » 07 Jun 2013, 06:50

can you explain me the task of instanota.exe?
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MasterZH
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Re: NOTA 1.76

Postby MasterZH » 07 Jun 2013, 11:47

AntiAllez wrote:can you explain me the task of instanota.exe?

Instant-NOTA is installer which do following:

1.Download newest NOTA mod
2.Download newest version of nota-lobby
3.Download latest stable spring engine (and can download and set-up automatically different version if you join battle where its needed)
4.Download some most epic replays we played so far
5.Download most played maps suitable for nota
6.Download taunts widget(files) - in lobby or in game you press number/combination from 1-999 and it will play sound of many famous film/games/serial quotes

(list of taunts in pdf at the bottom http://springfiles.com/spring/lua-scripts/ron-taunts-lua)

Its simple Anti-noob 1-click installation of all those.
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MasterZH
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Re: NOTA 1.76

Postby MasterZH » 07 Jun 2013, 12:53

So i made few tests with Goli and Grayhounds today. I tested 1vs1 front to front fights. Conclusion:
Goli can kill Grayhound in 1vs1 fight = OK
Goli can kill 2 Grayhounds in 1vs2 fight = OK [40% HP left]
Goli can kill 2 Grayhounds in 1vs3 fight = wait wut?
Goli can kill 0 Grayhounds in 1vs4 fight = OK

BUT

Goli cost just 256m more and can be build almost as fast as Grayhounds. It mean if both players spam at the same rate and Goli player can micro forces well(like putting cheap units in front of Goli) i cant see any real chance without 3rd party help to win such fight. Yes its not always front to front and Grayhounds can hunt with superior range, also results can change with map but i dont like fact that you need twice as much T2 units at the same cost as your enemy. So range is your only hope and if enemy spam too much in front of T2 line and continuously push you are simply screwed as Grayhounds are not gatling guns and has no splash dmg.
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