NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
Re: NOTA 1.59
try turning off lolui
that's the only thing we changed that could be causing it
that's the only thing we changed that could be causing it
-
- Posts: 6
- Joined: 24 Jun 2009, 03:35
Re: NOTA 1.59
Hey thanks - that fixed it for me!
Re: NOTA 1.59
Rapiers sometimes don't know when they are out of ammo(or was fuel used?) and they indefinitely strafe around their targets. Don't know if the same thing happens with brawlers.
-
- Posts: 6
- Joined: 24 Jun 2009, 03:35
Re: NOTA 1.59
I've seen the rapier issue as well. I think it might happen with brawlers, too - I never play ARM though, just saw some enemies hanging out not shooting.
Re: NOTA 1.59
It's a spring bug that affects gunships using fuel. It was introduced last version i believe
It happens when you don't have any enough free airpads for all the gunships to return to. The ones that don't have an empty pad reserved for them to go back to hang around until one is available.
It happens when you don't have any enough free airpads for all the gunships to return to. The ones that don't have an empty pad reserved for them to go back to hang around until one is available.
Re: NOTA 1.59
RAI is probably the best you'll get, KAIK just sulks in a corner unless it's given a commander and AAI hasn't worked in a long time with anything IIRC.moriarty wrote:Is there an AI that can play this mod? RAI and KAIK don't seem able to and AAI just crashes all the time and I don't think has a config for it anyway.
(Note - I have no internet at home, so AI's only)
Re: NOTA 1.59
Nice idea, I like it. You get to see the course of the whole game without reducing everything to dot wars.
Re: NOTA 1.59
check out the psychadelic explosions i get in nota:

i pity all you people without crappy ati graphics cards

i pity all you people without crappy ati graphics cards

Re: NOTA 1.59
can you do a video of that, it looks amazing!
-
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: NOTA 1.59
Did you check the alt-tab rendering option? I don't have any tabbing problems anymore for quite a while...
Re: NOTA 1.59
I can't be assed to work out how to do that, but I did just take this shot when god fired 7 nukes at us:smoth wrote:can you do a video of that, it looks amazing!

hmm, i sometimes get alt-tab issues but this doesn't seem to be related. I don't really want to fix it anywayMaster-Athmos wrote:Did you check the alt-tab rendering option? I don't have any tabbing problems anymore for quite a while...

Re: NOTA 1.59
transportable turrets have completely disappeared with new spring version (they don't appear on build menus)
this is esp bad for mobile cons ofc as they are limited to mines for ground defence
this is esp bad for mobile cons ofc as they are limited to mines for ground defence
Re: NOTA 1.59
yeah, that's fixed for 1.60. I think we will be ready to release it by friday or saturday. If anyone has noticed any other bugs or has any suggestions please post them now.
Re: NOTA 1.59
ships won't move in a straight line, it seems thats an engine bug due to new pathfinding covered here:
http://springrts.com/phpbb/viewtopic.php?f=14&t=20011
http://springrts.com/phpbb/viewtopic.php?f=14&t=20011
Re: NOTA 1.59
Hovers turning around one spot which they need to get to but can't because of their turning rate. Some who could manipulate this right would make hovers tough. Mostly seen on hovers which are on water.
It kinda is like a bug.
It kinda is like a bug.
Re: NOTA 1.59
I also might have one suggestion. The electronic warfare ships jammer range. Isn't it too small or are those ships supposed to replace destroyers?
Re: NOTA 1.59
The ewar isn't supposed to be a wide area jamming thing. It's more for hiding one of your big ships. The arm battlecruiser is especially effective under a jammer. They don't have torpedos so they aren't replacements for the dd.
Re: NOTA 1.59
It is just that it's hard to always have it so close. I don't mean to double the range just increase a bit.
Also why do Thunder and Shadow bombers have their own AA? T1 fighters become not that effective and I'm starting to think strategic bombers are not worthwhile to build because of this. Or is it meant that fighters being mobile and cheaper makes the better than immobile and mobile flaks.
Also why do Thunder and Shadow bombers have their own AA? T1 fighters become not that effective and I'm starting to think strategic bombers are not worthwhile to build because of this. Or is it meant that fighters being mobile and cheaper makes the better than immobile and mobile flaks.
Re: NOTA 1.60
NOTA 1.60 released: http://spring.jobjol.nl/2242
Changelog:
v1.60
-Added Team Commander Ends mod option. An ally team is defeated when all of its command towers have been destroyed. Enabled by default.
-Added No Share mod option. Disallows sharing units or resources to enemy teams. Enabled by default.
-Hellfish accuracy against moving targets improved; fuel increased.
-Units don't damage themselves anymore when firing at point blank range
-Skybus and Valkyrie II cost decreased 10%
-Tracker speed increased 7%
-Crawling Bomb speed increased 10%
-Jammer ship jamming range increased from 500 to 550
-Missile tower reload time decreased 5%
-Nuclear Missile damage to command towers doubled
-Strategic Bomber damage to command towers decreased 20%
-Air-to-air missiles have a lower start velocity
-Stealth fighter maneuverability increased
-Seaplane fighter maneuverability increased and reload time decreased significantly, but now fires missiles individually
-Hovertank spin speed increased significantly; Samurai spin speed increased slightly
-Leveler turret spin rate decreased 20%
-Thunder/Shadow machine gun accuracy slightly decreased
-Floating Metal Extractor hitpoints increased 30%
Thanks everyone for all your feedback
Changelog:
v1.60
-Added Team Commander Ends mod option. An ally team is defeated when all of its command towers have been destroyed. Enabled by default.
-Added No Share mod option. Disallows sharing units or resources to enemy teams. Enabled by default.
-Hellfish accuracy against moving targets improved; fuel increased.
-Units don't damage themselves anymore when firing at point blank range
-Skybus and Valkyrie II cost decreased 10%
-Tracker speed increased 7%
-Crawling Bomb speed increased 10%
-Jammer ship jamming range increased from 500 to 550
-Missile tower reload time decreased 5%
-Nuclear Missile damage to command towers doubled
-Strategic Bomber damage to command towers decreased 20%
-Air-to-air missiles have a lower start velocity
-Stealth fighter maneuverability increased
-Seaplane fighter maneuverability increased and reload time decreased significantly, but now fires missiles individually
-Hovertank spin speed increased significantly; Samurai spin speed increased slightly
-Leveler turret spin rate decreased 20%
-Thunder/Shadow machine gun accuracy slightly decreased
-Floating Metal Extractor hitpoints increased 30%
Thanks everyone for all your feedback