NOTA 1.82 - Page 11

NOTA 1.82

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

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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

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
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

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

Post by Thor »

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?
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?

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.
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
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.
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gamer17
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Joined: 21 Feb 2007, 23:51

Post by gamer17 »

Yea he did, I should do our first battle, he put up a real fight that time
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chillaaa
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Joined: 16 Mar 2005, 00:12

Post by chillaaa »

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.
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Thor
NOTA Developer
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Post by Thor »

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.



Image
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.


Image
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.


Image
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.


Image
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.
El Idiot
Posts: 147
Joined: 01 Feb 2007, 00:58

Post by El Idiot »

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.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

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. :-)
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

It doesn't mess things up at all. Try Epic Legions, the units are tiny - most tanks being 2x2, and the infantry (size-wise) are half a 1x1. Smaller units will work. It's not too hard
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

i won my first showdown by rushing up a load of atlas's and gators, and airdropping them behind the enemy base an rushing the nanotower
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

Ouch, that'll do it.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

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
Cainen
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Joined: 11 May 2007, 23:18

Post by Cainen »

The ONLY thing that really pisses me off at this point is that infantry get violently raped by artillery at any range. I guess I'm just not used to it, but it shouldn't take a hundred infantry supported by a few draw-fire tanks to take out ten artillery units.
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

Maybe if Thor considered making the infantry faster? >_>
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Reduce artillery aoe?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

artillery is very effective in NOTA

also, it would be great if nanotowers couldnt reclaim attackers, that feels a bit shoddy imo
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

1v0ry_k1ng wrote:artillery is very effective in NOTA

also, it would be great if nanotowers couldnt reclaim attackers, that feels a bit shoddy imo
As far as I know there's currently no way to make it work like that, even if they wanted it to.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

just remove nanotowers ability to reclaim
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KDR_11k
Game Developer
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Post by KDR_11k »

Make units not reclaimable?

There will be a noEnemyReclaim tag in 75b1.
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Post by Thor »

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..
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.

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.
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