NOTA 1.82
Moderators: smartie, Thor, PepeAmpere, Moderators, Content Developer
Hmmm, Protoss carrier you say?
Large Uber unit grade with 20'ish small fighters for the large bit of awsome that comes with it.
The only problem I see with implamenting them is getting them to be On the carrier.
Other then that you can make the carrier the only place for the fighters to land.
Oh and Zergling rush! bahwhahahha!
Large Uber unit grade with 20'ish small fighters for the large bit of awsome that comes with it.
The only problem I see with implamenting them is getting them to be On the carrier.
Other then that you can make the carrier the only place for the fighters to land.
Oh and Zergling rush! bahwhahahha!
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But then if you can build so many T2 kbots at T1, then what will be the point of teching up?smartie wrote: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
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About the whole "bladewing carrier" thing......
How about we take it one step further, and have all aircraft housed in airbases or carriers? Aircraft will not be able to land on the ground and will have a designated default "home base" where they will be stored and refueled. A widget will show what aircraft are housed in a selected airbase as well as their health, fuel and so on. Another widget will allow the player to give orders to the aircraft while they are still inside the airbase.
A limit will be put for how many aircraft can select an airbase as their home base at the same time, not to mention how many aircraft are stored in each airbase (say. about 15 or so per base).
For example, one could give an aircraft stored in airbase A an order to set its home base to a newly constructed airbase B, thus the aircraft will immediately fly to airbase B and, as a default, always land and refuel at airbase B rather than any other airbase
How about we take it one step further, and have all aircraft housed in airbases or carriers? Aircraft will not be able to land on the ground and will have a designated default "home base" where they will be stored and refueled. A widget will show what aircraft are housed in a selected airbase as well as their health, fuel and so on. Another widget will allow the player to give orders to the aircraft while they are still inside the airbase.
A limit will be put for how many aircraft can select an airbase as their home base at the same time, not to mention how many aircraft are stored in each airbase (say. about 15 or so per base).
For example, one could give an aircraft stored in airbase A an order to set its home base to a newly constructed airbase B, thus the aircraft will immediately fly to airbase B and, as a default, always land and refuel at airbase B rather than any other airbase
i would rather not limit the number of units u can have anymore than the global unit limit...
What the fuel system really needs is to use something akin to armor.txt or some such where a pad has a list of planes that can use it... would make limiting much easier and wouldn't fark with the refuel times as well.
What the fuel system really needs is to use something akin to armor.txt or some such where a pad has a list of planes that can use it... would make limiting much easier and wouldn't fark with the refuel times as well.
its easy to limit airbase acceptance.. least currently..
the minairbasepower tag or some such means the aircraft can only land at bases with that worker time or higher..
since workertime only (at least to my knowledge) affects the repair time this would not affect the rate of refueling..
Hence lighter aircraft could use any pad, where as heavy aircraft could be limited to certain pads.. etc..
Could also request a maxairbasepower so you can make certain a plane can only land on a certain pad and no others could.. but this would require someone to do some coding..
the minairbasepower tag or some such means the aircraft can only land at bases with that worker time or higher..
since workertime only (at least to my knowledge) affects the repair time this would not affect the rate of refueling..
Hence lighter aircraft could use any pad, where as heavy aircraft could be limited to certain pads.. etc..
Could also request a maxairbasepower so you can make certain a plane can only land on a certain pad and no others could.. but this would require someone to do some coding..
- Lolsquad_Steven
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- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
a maxairbase power would be nice, as it is now seaplane repair pads have to have a low workertime so it won't be higher than the aircraft plant. I kind of like the airbase idea also, but I imagine that would be a bit difficult to implement. Anyway, we've finally gotten around to finishing 1.32. http://spring.unknown-files.net/file/3601/NOTA_1.32/
Changelog:
v 1.32
-Zeus, sniper, pyro, morty, fast attack kbots, and crawling bombs are all now built at the level 1 kbot lab, cost and effectiveness adjusted accordingly.
-Missile ship and Rocket truck missiles have a minimum range and are no longer guided, but are more powerful and are not affected by jammers
-Snipers automatically cloak when standing still.
-Crawling bombs can now burrow into the ground.
-Core freaker replaced by the Sprinteur, an armored fast attack kbot
-Arm Pods cost 40% more metal, but can now heal friendly units
-Warriors are now an advanced infantry kbot
-Mobile radar is now level 1
-stealth fighter hitpoints increased
-Removed bladewings
-Removed level 1 radar jammers
-fixed problems targeting the galacticus.
having more kbots at level 1 makes the early game a bit more interesting, I think. Snipers are pretty fun to use now that they cloak on their own without using energy.
Changelog:
v 1.32
-Zeus, sniper, pyro, morty, fast attack kbots, and crawling bombs are all now built at the level 1 kbot lab, cost and effectiveness adjusted accordingly.
-Missile ship and Rocket truck missiles have a minimum range and are no longer guided, but are more powerful and are not affected by jammers
-Snipers automatically cloak when standing still.
-Crawling bombs can now burrow into the ground.
-Core freaker replaced by the Sprinteur, an armored fast attack kbot
-Arm Pods cost 40% more metal, but can now heal friendly units
-Warriors are now an advanced infantry kbot
-Mobile radar is now level 1
-stealth fighter hitpoints increased
-Removed bladewings
-Removed level 1 radar jammers
-fixed problems targeting the galacticus.
having more kbots at level 1 makes the early game a bit more interesting, I think. Snipers are pretty fun to use now that they cloak on their own without using energy.
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- Joined: 18 Jul 2007, 07:06
The crawling bombs are all Smartie's work, but yeah, they are really cool. I like that it gives crawling bombs an actually worthwhile role.
We had considered having warriors built at a separate mini-factory because of the size issue, but abandoned it because it just made things more complicated without being any more interesting. I was actually in favor of dropping the warrior completely, but smartie liked the blue plasma effect a lot so we kept them.
edit: One thing I forgot to put in the changelog, is that command centers now have an anti-ground weapon also. It doesn't have quite the range of the anti-air and nano, but it kills scouts in 1 hit and has good accuracy and firing rate.
We had considered having warriors built at a separate mini-factory because of the size issue, but abandoned it because it just made things more complicated without being any more interesting. I was actually in favor of dropping the warrior completely, but smartie liked the blue plasma effect a lot so we kept them.
edit: One thing I forgot to put in the changelog, is that command centers now have an anti-ground weapon also. It doesn't have quite the range of the anti-air and nano, but it kills scouts in 1 hit and has good accuracy and firing rate.