NOTA 1.82 - Page 16

NOTA 1.82

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

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

Post by Thor »

the t2 rocket trucks (diplomat and merl) weren't shooting except at close range, the airpads were landing 2 planes at a time, and the bombers weren't losing fuel when they dropped their bombs.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

ah well those don't seem that bad :P
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

The Railgun projectiles are awesome, Thor.


Reminds me of World War Two shells, To be honest.
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gamer17
Posts: 235
Joined: 21 Feb 2007, 23:51

Post by gamer17 »

Has anyone here got the ntai bots to work?

If so, let me know how
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smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Post by smartie »

the bot worked fine for me. Just download the latest version of ntai and download the config
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

the config file is packaged wrong, you want to run NTAI with no config so it makes a blank NOTA file in the AI/NTAI folder then put the config in the config folder.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Is there any reason why most Sea units counter everything? For example destroyer has Torpedos, Flak AND ship guns, and same thing with most other ships. Is it realism or am i missing something, cuz to make all surface ships all purpose is kinda retarded im my eyes. :|
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Neddie
Community Lead
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Post by Neddie »

Realism and pay-off for cost, I believe.
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Post by Thor »

Just because all ships have anti-air doesn't mean they "counter" air. Most ships have pretty modest anti-air compared to the cost. Destroyers aren't really all purpose - they suck bad in ship to ship combat - what destroyers are good for is to protect your larger ships from air and subs. Their guns don't have the power or range to compete with larger ships and are mostly good just for killing hovercraft. Cruisers are the most general purpose ship, but really their anti-air isn't that great for the cost, same with their anti-sub, and their ship guns are good but not great.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Hm i guess... but is there any reason, any advantage to have them as they are?

I mean, without em the unit roles would be much clearer... and much easier to counter specific units.
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Thor
NOTA Developer
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Joined: 05 Mar 2006, 10:26

Post by Thor »

well, realism as neddie said, I think it would be rather silly for a 12,000 metal battleship to have no anti-air whatsoever just because it's not their role. I guess it might be a bit more confusing to new players, but I don't think it should take too long to figure out that battlecruisers and battleships are good against other ships, destroyers are good against subs, etc. Aside from the missile ships and electronic warfare ships, it's pretty standard WWII type stuff.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

Not every mod has to have the rock paper scissors approach...

I'm liking what your doing Thor, haven't had much time to play with 1.31 but what i have seen has been very nice.
RavingManiac
Posts: 81
Joined: 18 Jul 2007, 07:06

Post by RavingManiac »

Nowadays I hardly see any NOTA games around. This mod really needs a dedicated autohost.
RavingManiac
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Joined: 18 Jul 2007, 07:06

Post by RavingManiac »

Sorry for double posting but......
I like the aircraft fuel system, but one of the problems i have noticed is that sometimes, when preparing for a bombing run or something, to top up your aircrafts' fuel tanks, you need to command them to fly several times around the base to make them run out of fuel and land on a repair pad. Maybe you should have a command that makes your aircraft go to a repair pad to top up their fuel and health and then return to their former positions.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Doesn't move order -> click on pad work in Spring?
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

not yet though iirc Thor was looking into a LUA solution that would do just that...
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Post by NightfallGemini »

did centurions get nerfed at all this release? they ARE pretty uber especially when FPS'd. their mininuke explosion makes it so that if it gets popped, you can allah ackbar the whole thing unless flak kills it a second time.

also, fuel applies to cents too, right?
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

cents don't have fuel and and still go up like a nano turret when they hit the ground.
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

Both thor and I were looking into that lua thing. The problem is neither of really has a clue how to get lua to work. In theory it should be really easy. All it is is a button that sets the fuel to 0 when you press it. When the fuel is 0 on a plane the plane automatically flys to the nearest airpad and refuels. Neither of us is really sure how to set up the basic lua stuff though, and how to attach it to the mod.

We've been experimenting with some new ideas for the next version. Bases have light anti-rush weapons now. The core base has a quick beam laser that fires every 3 seconds and destroys scout cars with one hit. The arm base has a guided rocket that launches out of the top and is a slightly better weapon vs heavys.

Bladewings are probably going to be out in the next version. At least until we find a unique role for them. I was trying to talk thor into making them air to ground emp weapons, sortof like how they are in AA, but he wants to do something sortof like the protoss carrier from starcraft where you have a control center that holds and launches a whole bunch of them. Only problem is figuring out lua in order to do all that, so they'll most likely be out until then.

The biggest change is you'll be able to build a bunch of the light level 2 kbots at level 1 now. Radar kbots, snipers, mortys, fast attack kbots, zeuses, pyros, and maybe crawling bombs are level 1. We've been messing with the units a bit to get it balanced. Zeuses for example are even slower than they were before. They are your slow, powerful, heavy infantry. The polar opposite of a peewee. They are good units, but you can't exactly raid with them.

Crawling bombs will be able to burrow now. It was my idea and it was shamelessly stolen from the zerg in starcraft. All you have to do is give them a move order and once they reach their destination they burrow into the ground and hide there. When they're burrowed the game has them as being actually cloaked so they are like landmines. If you give them another move order they pop up and run over there, then burrow down into the ground again. You can set up minefields really fast with them just by giving a couple of move orders. Their explosion is less powerful of course. It was huge before. We still might need a detector though.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

dont remove the bladewing i liked the idea of cheap spammy drones to send with bomber waves
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