NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
- Shadowsage
- Posts: 73
- Joined: 01 Dec 2005, 05:50
Thanks. We have a new one, called Gully Onslaught, that is basically done and will be released alongside version 1.22, hopefully sometime this weekend. It was made by smartie, and is of a much larger scope and scale than previous missions.
I've been meaning to do a fleet engagement for a while now, but haven't gotten around to it yet. Part of the problem is there are so few maps suitable for nota style ocean combat. An exception is Aftershock, and I have a really cool amphibious assault kind of mission planned for it, but I'm probably going to wait on that one until we have working carriers in game.
I've been meaning to do a fleet engagement for a while now, but haven't gotten around to it yet. Part of the problem is there are so few maps suitable for nota style ocean combat. An exception is Aftershock, and I have a really cool amphibious assault kind of mission planned for it, but I'm probably going to wait on that one until we have working carriers in game.
Yeah.. it isn't supposed to actually have any turrets... we figured a high tech stealth bomber shouldn't have any. Besides looking kind of anachronistic and out of place, they would at least theoretically interfere with its stealth ability. I don't remember if there's a reason we didn't remove the turrets on the model. Not that they're too noticeable, but I or smartie will look into it.j5mello wrote:just to let u guys know i don't think the black lily's turrets are firing... could be their dorsal mount means less targets but i think it is a script issue
Anyway, for those who haven't noticed, version 1.22 is now up on unknown files: http://spring.unknown-files.net/file/2777/NOTA_1.22/
Changelog:
-----v1.22
--Seaplane Platforms fixed
--Added Anti-Sub Hovercraft
--Subs smaller, cheaper, and faster
--Dragons teeth smaller, can be built anywere again.
--Sonar can now be built by construction subs + hovers, and is more expensive
--Torpedo Launchers can be built by construction subs + hovers
Other than the dragonsteeth, all the changes involve water maps. Subs will be a much more integral part of gameplay now- they are much cheaper and faster than before, a real force to be reckoned with, although there are also more ways to defend against them now that you can build torp launchers and sonar. The anti-sub hovercraft are an interesting addition as well. They're too short-ranged and slow to be very effective at hunting down attack subs- that's the destroyer's job- but they are perfect for guarding wreckages or underwater metal spots from enemy construction subs. And they're a decent temporary defense against attack subs, just not guaranteed of getting the kill as the sub can often just slip away.
Also new is another singleplayer mission, Gully Onslaught. http://spring.unknown-files.net/file/27 ... Onslaught/
Let me just say that this mission really doesn't let up. Unlike the two missions I made, this one gives you a full base and allows you to build and spend your resources on whatever you like. Which is good, because this mission is hard. In fact, it's insanely hard. I haven't won it yet, though my last try was really ridiculously close. If I had just placed some of my defenses a little smarter, I think I could have pulled it off. I'm curious to see if anyone will manage to beat it.
One more thing is this helpful little chart, also made by smartie. It shows every icon used in the game, so if you weren't sure what any of it meant before, now you know!

- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I'm glad at least someone is enjoying them! We have come a long ways indeed from the first lakebattle. I never thought missions like these last two would be possible. Based on the small amount of downloads, I have a feeling that the majority of spring players don't know about them and don't look at the forums, either that or they aren't interested in singleplayer.
Reinforcing the central pass with a nanotower to build airpads and fixed defenses worked well for me. I found a good strategy with vashps is to put them on hold position and land at 50, and have them patrol back and forth over your own troops. They'll still fire their missiles at attacking units without getting killed as often.1v0ry_k1ng wrote:_almost_ completed the mission by spamming out loads of sabot turrets and using construction planes to reclaim wrecks to provide metal
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Personally I think it's easier than gully. The important thing is to intercept their bombers and prevent them from slowing down your ship production. Going level 2 air is worth the investment for blade interceptors, but you can get by with a mix of freedom fighters and toadfoots if you are cheap. By the endgame you should have a second battleship and at least one battlecruiser, in addition to destroyer and/or sub escorts. Also remember to get a fusion plant so you can start stockpiling ammo for the nuclear cannon before the final battle (don't forget to put it on hold fire).overkill wrote:i spammed defenses (immolaters, sabot thingies, and vipers)and built tons of levelers. it worked good for me. i cant beat the gullatine one thoa
Tried NOTA tonight and I have to congratulate you on a fine and fun mod. Me and my friends mostly play EE but decided to try something new. It was really worth it.
What strikes me first is the epic feeling. The great radar icons and the size of the units gives me the feeling of commanding a big army. My only concern is the speed. Establishing a base and expanding feels painfully slow for an EE player like myself. We upped the game speed to 1.5 and that more or less solved that problem. I can't really say anything about balance yet since I've only played a few games but it feels like CORE and ARM are more or less equal and most units seem to be useful in battle.
This surely is a keeper.
What strikes me first is the epic feeling. The great radar icons and the size of the units gives me the feeling of commanding a big army. My only concern is the speed. Establishing a base and expanding feels painfully slow for an EE player like myself. We upped the game speed to 1.5 and that more or less solved that problem. I can't really say anything about balance yet since I've only played a few games but it feels like CORE and ARM are more or less equal and most units seem to be useful in battle.
This surely is a keeper.
OOmiz, thank you very much for the kind words. I hear you about the speed though. Would you agree that it's specifically the early game that's too slow (as opposed to the pace of the game in general)? smartie and me were talking about this before 1.22 and we were considering increasing the command center's resource production to something like +10 metal/+100 energy, to jumpstart the early game. We didn't actually do it for fear it would end up skipping over the early game completely. For example both sides would be able to get an aircraft plant up much sooner, which means small, simple raiding parties are much less worthwhile. On the other hand, maybe that's not such a bad thing. It's definitely something I plan on experimenting with for the next version.
Bare in mind that I'm still trying stuff out but I would say that stalling isn't the problem. It seems more related to building speed rather than running out metal/energy. Even with more starting resources the first 15 minutes of the game there is no or very little conflict and it just feels a bit slow.
Also on a side note I noticed that the Arm Moho metal maker doesn't drain any energy when producing metal.
*edit*
Noticed one more thing: CORE solar collector shows up as idle builder using CTRL + B
Also on a side note I noticed that the Arm Moho metal maker doesn't drain any energy when producing metal.
*edit*
Noticed one more thing: CORE solar collector shows up as idle builder using CTRL + B
- Shadowsage
- Posts: 73
- Joined: 01 Dec 2005, 05:50