NOTA 1.82 - Page 41

NOTA 1.82

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

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

Re: NOTA 1.59

Post by smartie »

try turning off lolui

that's the only thing we changed that could be causing it
anguschandler
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Joined: 24 Jun 2009, 03:35

Re: NOTA 1.59

Post by anguschandler »

Hey thanks - that fixed it for me!
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Pendrokar
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Joined: 30 May 2007, 10:45

Re: NOTA 1.59

Post by Pendrokar »

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.
anguschandler
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Joined: 24 Jun 2009, 03:35

Re: NOTA 1.59

Post by anguschandler »

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.
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Re: NOTA 1.59

Post by smartie »

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.
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Sgt Doom
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Joined: 19 Jun 2006, 10:52

Re: NOTA 1.59

Post by Sgt Doom »

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)
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.
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Pendrokar
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Re: NOTA 1.59

Post by Pendrokar »

No more trailer.
It's gameplay this time: :roll:

http://www.youtube.com/watch?v=DBsKcFzHuPA
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.59

Post by Thor »

Nice idea, I like it. You get to see the course of the whole game without reducing everything to dot wars.
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momfreeek
Posts: 625
Joined: 29 Apr 2008, 16:50

Re: NOTA 1.59

Post by momfreeek »

check out the psychadelic explosions i get in nota:
Image
i pity all you people without crappy ati graphics cards :P
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smoth
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Joined: 13 Jan 2005, 00:46

Re: NOTA 1.59

Post by smoth »

can you do a video of that, it looks amazing!
Master-Athmos
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Joined: 27 Jun 2009, 01:32

Re: NOTA 1.59

Post by Master-Athmos »

Did you check the alt-tab rendering option? I don't have any tabbing problems anymore for quite a while...
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momfreeek
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Joined: 29 Apr 2008, 16:50

Re: NOTA 1.59

Post by momfreeek »

smoth wrote:can you do a video of that, it looks amazing!
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:
Image
Master-Athmos wrote:Did you check the alt-tab rendering option? I don't have any tabbing problems anymore for quite a while...
hmm, i sometimes get alt-tab issues but this doesn't seem to be related. I don't really want to fix it anyway :wink:
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momfreeek
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Joined: 29 Apr 2008, 16:50

Re: NOTA 1.59

Post by momfreeek »

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
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.59

Post by Thor »

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.
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momfreeek
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Joined: 29 Apr 2008, 16:50

Re: NOTA 1.59

Post by momfreeek »

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
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Pendrokar
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Joined: 30 May 2007, 10:45

Re: NOTA 1.59

Post by Pendrokar »

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.
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Pendrokar
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Joined: 30 May 2007, 10:45

Re: NOTA 1.59

Post by Pendrokar »

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?
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Re: NOTA 1.59

Post by smartie »

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.
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Pendrokar
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Re: NOTA 1.59

Post by Pendrokar »

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.
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Re: NOTA 1.60

Post by Thor »

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
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