BOTA 1.6 (Fix 9) (Updated Finally) - Page 2

BOTA 1.6 (Fix 9) (Updated Finally)

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Peekaboom
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Post by Peekaboom » 19 Jun 2007, 20:41

Groovy.

EDIT:

Played a great 1v1 last night on tangerine. Couple things to mention:

1) We noticed that ARM doesn't have a rez bot. I was pretty sure that cavedog eventually released a 3rd party arm rez bot. Either way, I think you may want to consider adding one in, as it is a unit either side should really have access to.

2) I had some cruisers that seemed to pile/stack on top of each other close to shore (i.e. they didn't seem to have proper clipping). Not sure about how to fix that.

3) The core Morty's and Dominators have really huge range. I can see them out distancing most tanks, but their range is really too close to the vehicle artillery and rocket trucks. (1000 range for morty's/dominators, 1100 artillery trucks, 1200 rocket trucks). I would drop the morty/dominator range down to around 825. That way they still shoot past adv tanks, but not so far as the advanced support units.

4) Wreckage rules. I like it that big tanks dont' plow through wreckage. Requires some effort to reclaim it all / blow it up, to make a pass, which ?I like.

5) Flak rules

6) Goliaths rule

7) BOTA rules.

Overall, it was great fun. I'll definitly be pushing this mod as much as I can. There was really a lot of classic TA carnage to be had, on account of being able to shoot through friendlies. Tier 1 units get outclassed pretty quickly by tier 2, but it is still helpful to have tier 1 as fodder / support, which is good.

Keep it up!
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Peekaboom
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Post by Peekaboom » 20 Jun 2007, 16:44

Here's the link to that game's replay:

http://replays.unknown-files.net/?259

Cheers.
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Peekaboom
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Post by Peekaboom » 25 Jul 2007, 18:12

is Quanto still around?
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Neddie
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Post by Neddie » 25 Jul 2007, 18:15

I think he is on break.
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Pxtl
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Post by Pxtl » 19 Nov 2007, 15:29

Is anybody still maintaining this? I've been playing it with a group of OTA fans, and we're having a rockin' good time.

However, I've noticed a bug and a problem:

1) bug: Spring doesn't support the collidefriendly tag on beamlasers, so my Doomsday devices will obliterate friendly units that get in their way. Either the BLODs need to be converted into pulse-lasers, or the avoidfriendly tag needs to be removed.

2) Too much terrain deformation makes the ground nigh-impassable for heavy tanks. Considering that Golis and Bulldogs are the mainstay of a late-game assault, watching them lumber slowly over pockmarked terrain while getting pounded into holes by artillery is painful.

The impulse isn't such a problem for knocking units around - that's good fun. But the cratering makes for an unacceptable mess. Is there a way to remove cratering? Or should impulse be removed altogether?

If nobody is interested in maintaining this mod, would anyone mind if I just forked it and made the changes directly?
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[Krogoth86]
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Post by [Krogoth86] » 19 Nov 2007, 16:41

Pxtl wrote:Is there a way to remove cratering? Or should impulse be removed altogether?
It's

Code: Select all

cratermult=0;
craterboost=0;
if you want no craters at all... :wink:
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xpoy
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Re: The BOTA Thread - Version 1.5 Finished!

Post by xpoy » 26 Jul 2008, 09:26

a ha
really love u...
nice job! :lol
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Evil4Zerggin
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Re:

Post by Evil4Zerggin » 26 Jul 2008, 09:30

[Krogoth86] wrote:
Pxtl wrote:Is there a way to remove cratering? Or should impulse be removed altogether?
It's

Code: Select all

cratermult=0;
craterboost=0;
if you want no craters at all... :wink:
This is correct. Also note that impulse and cratering can be controlled separately (there are also impulsefactor and impulseboost tags).
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Quanto042
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Re: The BOTA Thread - Version 1.5 Finished!

Post by Quanto042 » 28 Aug 2008, 07:34

Sorry to have been on break for so long. I've dusted off the old BOTA file and i've managed to fix that annoying crashbug in the mod. It runs fine in 0.76b1 now. It should also hopefully run fine in the next version of spring as well.

This update is only a quick bugfix. Nothing spectacular. No balance changes, no fancy lasers or such. Just the same old BOTA.

On a side note, is there enough interest in this sucker for me to continue improvements? I've got a few ideas bouncing around in my head but this mod has always suffered from lack of interest. If no one will play it then I see no reason to continue. Myself, i love it, otherwise i would have never take over for Thor. But at the moment there are so many TA mods out there right now, what can BOTA do to stand out?

Download Now!
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overkill
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by overkill » 28 Aug 2008, 11:53

:-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-) :-)
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overkill
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by overkill » 28 Aug 2008, 11:54

On a more serious note, yes. Please do continue developement, i have always loved this mod, and the fact that i can now play it again is so many forms of win.....
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Quanto042
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Quanto042 » 28 Aug 2008, 18:47

Thats one enthusiastic response >_>


So this is a general question, again, What can I do to make BOTA stand out?
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Pxtl
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Pxtl » 28 Aug 2008, 19:46

Used to be an enthusiastic player, but then I got sick of waiting and started my own OTA mod. Did you also check to make sure that beamweapons/lightning (test them SEPERATELY, since they have different code) don't collide friendlies? That was a problem in the last (working) version.
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Quanto042
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Quanto042 » 28 Aug 2008, 20:07

Pxtl wrote:Used to be an enthusiastic player, but then I got sick of waiting and started my own OTA mod. Did you also check to make sure that beamweapons/lightning (test them SEPERATELY, since they have different code) don't collide friendlies? That was a problem in the last (working) version.
Actually, i did that one on purpose.
For something as powerful as a beam weapon, i wanted the player to think carefully about where they are putting it and how they are using it.
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Pxtl
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Pxtl » 28 Aug 2008, 20:18

I don't think it was deliberate on the Zeuses though.
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Quanto042
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Quanto042 » 28 Aug 2008, 20:59

let me check on the zues, cause the definately wasn't intentional

[edit]
I just checked the code, its CollideFriendly/AvoidFriendly are both set to 0 (BOTA default) so i don't know why it would be hitting other units. Are you sure it is? I've never noticed the problem.
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Pxtl
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Pxtl » 28 Aug 2008, 21:13

Quanto042 wrote:let me check on the zues, cause the definately wasn't intentional

[edit]
I just checked the code, its CollideFriendly/AvoidFriendly are both set to 0 (BOTA default) so i don't know why it would be hitting other units. Are you sure it is? I've never noticed the problem.
My bad - must've been confused with CTA.
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Quanto042
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Quanto042 » 28 Aug 2008, 23:48

Okay, got to appologize here. There were a few typos in some of the fbi's. Some units wouldn't be build able as a result. So I'm releasing another fix. Its amazing what people fine when you get back to playing :X.
Download 1.52
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123vtemp
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by 123vtemp » 29 Aug 2008, 02:36

OTA / BOTA
:)
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Thor
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Re: The BOTA Thread - Version 1.51 The Crashbug is fixed!

Post by Thor » 29 Aug 2008, 03:02

avoid/collide friendly doesn't work with lightning weapons, iirc
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