NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
It does for me... I'll video it when I'm back at my place.
It's not very aggressive but it is the only one that works easily/"out of the box". NTAI decides it likes shipyards unless you create a heap of task lists specifying the other factories.
AAI obviously does not support hubs so is limited (and from what i can see build nothing)
QAI builds nothing....
It's not very aggressive but it is the only one that works easily/"out of the box". NTAI decides it likes shipyards unless you create a heap of task lists specifying the other factories.
AAI obviously does not support hubs so is limited (and from what i can see build nothing)
QAI builds nothing....
They most definitely should be attacking flying fortresses. That's the only way to take them down, really. I know I have had problems with bladewings refusing to move upwards to attack them, but that isn't at all a problem as bladewing's paralyzer can't hurt it anyway. Did they seem to ignore the attack order completely? Or could they have just been stalling before reaching a high enough altitude?neddiedrow wrote:I agree that the beginning income is a little low, though it may be in your best interests to keep it that way.
I enjoy NOTA, it has a less-micro intensive feel which tends to work against me, but it is refreshing. I played another game yesterday with some lads, we were trying to get them interested, so we played a little down and they took the initiative. I do have another query, however... it seems that Fighters and Interceptors do not fire at the Flying Fortress. Is this true, or was I missing something?
chillaaa, there aren't any NOTA configs atm as far as I know. You say you were able to get NTAI to build something though? Last I tried it, it always got stuck trying to build on top of the command center. RAI works for me as well. It mostly builds mobile flak and mobile anti-ship guns.
Nice. Too bad black didn't put up too much of a defense. I guess he was spending all his money on that flying fortress.gamer17 wrote:I made a NOTA video
http://video.google.com/videoplay?docid ... 8751&hl=en
The RAI bot does not really work well, it builds no metal extractors, and always goes air, does not build and ground units
Thanks for the heads up Thor. I've spent some time making NTAI task lists galore for the bases as if you use the generic b_factory they decide a shipyard is what they want. I'm making a little bit of progress with NTAI but it's slow. I'll post something if i get a config that does anything other than solars, mexs and kbotlabs.
I have noticed that mobile flaks and anti-ships feature heavily in its ranks. On water/island maps it just goes air and hover.
I've FRAPS'd some of the last game i played against RAI last night... might be time to review them and see whether they are useful.
I have noticed that mobile flaks and anti-ships feature heavily in its ranks. On water/island maps it just goes air and hover.
I've FRAPS'd some of the last game i played against RAI last night... might be time to review them and see whether they are useful.
http://replays.unknown-files.net
I've uploaded a bunch of games I played against cake (smartie) this weekend. Neither of us had played in a while so we were both a little rusty. More indepth analysis of each one below.

http://replays.unknown-files.net/?252 The resources on this map are not normal, with surprisingly high metal and lots of geothermals. After a bit of a rocky start for both of us, we fight for control of the map. Cake goes level 2 vehicles, which turns out in the end to not be a good choice as he is on the defensive most of the game.

http://replays.unknown-files.net/?253 This is a fairly short game. I wasn't playing particularly well, but cake delayed getting an aircraft plant, choosing to build both a kbot and vehicle plant first. It didn't work out too well, as his anti-air was too few and spread out to be a real threat to my vashps. If nothing else, this is a lesson why you should never freely give up control of the skies in NOTA.

http://replays.unknown-files.net/?254 Playing on Smoth's Gundam river valley map. I give up the initiative in the early game, letting Cake get the middle mountaintop. Rather than try to assault the fortified hilltop, I attempt to destroy his primary base in several attacks with first hovercraft and then a nuke, all of which fail miserably.

http://replays.unknown-files.net/?255 Cake rushes me with flashes at the beginning of the game, but lacking forward radar coverage, is mostly unsuccessful. Using levelers supported by instigators, I am able to fend off further attacks and gain the advantage. Going level 2 kbots, I build a galacticus and, slowly advancing, am able to destroy most of his base. The game should have been over at that point, but painfully continues for some time as further attacks by cans and morties fail until I finally am able to end it with flying fortresses.
I've uploaded a bunch of games I played against cake (smartie) this weekend. Neither of us had played in a while so we were both a little rusty. More indepth analysis of each one below.

http://replays.unknown-files.net/?252 The resources on this map are not normal, with surprisingly high metal and lots of geothermals. After a bit of a rocky start for both of us, we fight for control of the map. Cake goes level 2 vehicles, which turns out in the end to not be a good choice as he is on the defensive most of the game.

http://replays.unknown-files.net/?253 This is a fairly short game. I wasn't playing particularly well, but cake delayed getting an aircraft plant, choosing to build both a kbot and vehicle plant first. It didn't work out too well, as his anti-air was too few and spread out to be a real threat to my vashps. If nothing else, this is a lesson why you should never freely give up control of the skies in NOTA.

http://replays.unknown-files.net/?254 Playing on Smoth's Gundam river valley map. I give up the initiative in the early game, letting Cake get the middle mountaintop. Rather than try to assault the fortified hilltop, I attempt to destroy his primary base in several attacks with first hovercraft and then a nuke, all of which fail miserably.

http://replays.unknown-files.net/?255 Cake rushes me with flashes at the beginning of the game, but lacking forward radar coverage, is mostly unsuccessful. Using levelers supported by instigators, I am able to fend off further attacks and gain the advantage. Going level 2 kbots, I build a galacticus and, slowly advancing, am able to destroy most of his base. The game should have been over at that point, but painfully continues for some time as further attacks by cans and morties fail until I finally am able to end it with flying fortresses.
Wooo! Just tried out a game, and I'm impressed. Its now around first on my list of favorite mods.
Reminded me of Supcom in some way.
SMALLER UNITS. NOTA needs alot of room, and spring maps have some size limitations, and towards the limit the room the map takes up gets ludicrous. A half a gig map, lets see what happens with downloads.
"I don't think that's possible in spring"
Redo the unit models and etc. I've done it before with XTA 8 for private use, but gave up after awhile because it's too tedious. Dragons teeth, and most L1 Kbots & vehicles the same size 1x1. 2x2 solars&storage and most tech 2, tech 3 4x4. Had the com at 3x3, and it looked much cooler d-gunning against the 1x1 units.
Very nice job. Its nice to play something unrelated to AA.
Reminded me of Supcom in some way.
SMALLER UNITS. NOTA needs alot of room, and spring maps have some size limitations, and towards the limit the room the map takes up gets ludicrous. A half a gig map, lets see what happens with downloads.
"I don't think that's possible in spring"
Redo the unit models and etc. I've done it before with XTA 8 for private use, but gave up after awhile because it's too tedious. Dragons teeth, and most L1 Kbots & vehicles the same size 1x1. 2x2 solars&storage and most tech 2, tech 3 4x4. Had the com at 3x3, and it looked much cooler d-gunning against the 1x1 units.
Very nice job. Its nice to play something unrelated to AA.
It can be done el Idiot, but from what i heard it fuckes up pathfinding a bit. That's why the SY did'nt want to implent it when it was brought up before. (and that they liked the scale like it was, plus something else i can't quite remember...)
Edit: oh, and your mod looks awesome Thor. I've acually had longed for a mod that implents the ideas you descripe so you might just make me go back to playing spring "fulltime" again.
Edit: oh, and your mod looks awesome Thor. I've acually had longed for a mod that implents the ideas you descripe so you might just make me go back to playing spring "fulltime" again.

- Guessmyname
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- 1v0ry_k1ng
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
imo, raptorIV mechs have too much HP for their size and goliaths should be scaled up in HP/cost, it dosnt make sense that a 4x4 or somthing mega tank only has a 300HP advantage on a lanky 2x2 mech..
watched the first replay, pretty nice, but you should have considered somthing other that repeatadly attacking the frontal way, such as using spider bots to baz around the backy
watched the first replay, pretty nice, but you should have considered somthing other that repeatadly attacking the frontal way, such as using spider bots to baz around the backy
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Well bear in mind that raptor's are only in the medium armor class (~50% damage from light weapons) while goliaths are heavy armor (~20% damage from light, 50% from normal weapons, 70% from plasma) so while the hitpoints are almost the same goliaths are much tougher. Also, raptors have pretty paltry firepower and range for the cost. That said, I don't really disagree with you. It seems too easy to run past their defending units and destroy their economy. And while that is what they are for, they may be too good at it.1v0ry_k1ng wrote:imo, raptorIV mechs have too much HP for their size and goliaths should be scaled up in HP/cost, it dosnt make sense that a 4x4 or somthing mega tank only has a 300HP advantage on a lanky 2x2 mech..
As for the infantry, they honestly seem fine to me. If it weren't for their vulnerability to artillery, levelers, immolators, hellfish, etc. there wouldn't be much reason to build anything else since in theory they are quite a bit more cost-effective than other units.
I suppose it wouldn't hurt to take away nanotowers' reclaim ability, whether completely or just to enemies.