NOTA 1.82 - Page 22

NOTA 1.82

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

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Thor
NOTA Developer
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Re: NOTA 1.41

Post by Thor »

AF, I did try darkstars as well. Maybe the problem is caused by both versions having the same file name? We did that so we won't have to re-release missions every version update.

If anyone can manage to get it up on one of these sites, I would much appreciate it. I don't know how many people will want to bother to download it from megaupload.

edit: well, at least fileuniverse still works: http://www.fileuniverse.com/?p=show&a=it&id=5301

edit2: it is now up on TAS downloads as well. Thanks M_A_D!
http://www.tasdownloads.com/download.php?m=NOTA.sd7
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AF
AI Developer
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Re: NOTA 1.41

Post by AF »

Try packaging it up along with missions or a readme in say NOTA1.41.zip?
Totbuae
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Re: NOTA 1.41

Post by Totbuae »

The build platform on the Valkyrie II factory rotates but the Valkyrie II being built doesn't. I'd recommend stopping the platform rather than having the transport rotate. I think the Skybus factory doesn't have this issue but better check to make sure.
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Thor
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Re: NOTA 1.42

Post by Thor »

1.42 released.

http://www.fileuniverse.com/?p=show&a=it&id=5332
http://spring-portal.com/index.php/docm ... 7-notav142

Mostly very minor changes, except for the heavy bomber balance fix which was sorely needed. The Singleplayer missions have also been updated and improved and are included with the mod.


CHANGELOG:

v 1.42

-Heavy Bomber Buildtime increased, Machine gun damage reduced 50%
-Krogoth hitpoints reduced and missiles are now anti-air only, but its handcannons are more powerful
-Air Transports no longer try to land on airpads
-Crawling Bombs can't burrow underwater anymore
-Sonar planes no longer use fuel
-Mobile light laser tower cost reduced
-Pinocchio metal cost reduced 30%
-Annihilator cost slightly increased
-Arm battlecruiser speed decreased 4%
-Sub torpedo velocity slightly increased
-Fixed goliath smoking when being built
-Valkyrie II Factory doesn't spin when building
-Artillery impulse lowered
-Necro ressurection speed increased
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Evil4Zerggin
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Re: NOTA 1.42

Post by Evil4Zerggin »

I notice that NOTA uses several of the flight tags (maxPitch, maxBank, maxAileron, maxElevator, maxRudder). I've heard that some flight tags have caused very strange behaviors in the past, including but not limited to flying in infinite upwards loops and being unable to turn and flying forward forever. I would like to use flight tags myself, but I am concerned about these problems (although I have not seen anything strange in my own testing given reasonable values for the tags, apart from "twitching" if I set the maneuverability too high). Have there ever been strange plane behaviors in NOTA that might have resulted from these tags?
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Thor
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Re: NOTA 1.42

Post by Thor »

On rare occasion I have seen high atltitude bombers fly off the edge of the map without being able to turn, but it only seems to happen if they first take off near the edge of the map, and even then I've only seen if happen a few times. That's the only weird behavior I have ever noticed. On the positive side, the changes actually seemed to help them a lot in general. Using the default values, high-altitude planes often missed waypoints and got stuck turning in circles. Giving them a high rudder value and low maxbank fixed that. And with air collision off they don't twitch anymore either.
123vtemp
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Re: NOTA 1.42

Post by 123vtemp »

Mass infantry transports will not spread out when instructed to unload in an area, instead they stack and unload in the same location creating an excellent splash dmg target for any weapon aimed at them, not to mention when one blows they all blow. It is my assumption that they behave like this because of their design for unloading mass infantry which would not bind them to the same rules as the other transports. At the moment I can not think of a simple solution which would fix the problem with out affecting other parts of the game. If I am wrong a bout their design then perhaps it is a simple correction.

Awesome work!
Last edited by 123vtemp on 03 Apr 2008, 12:09, edited 2 times in total.
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overkill
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Re: NOTA 1.42

Post by overkill »

Actually arm's battleship eats the core's for breakfast and shits core battle cruisers. The core battleship is a bit cheaper than arms and is a little faster, but it lacks alot of armor.
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Thor
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Re: NOTA 1.42

Post by Thor »

I just tested a seadragon vs black hydra and the seadragon won with 4000 hitpoints left over. The black hydra has to get in close enough to use its rear facing rockets to have a hope of overcoming the seadragon's armor. They are cheaper though as overkill said.
123vtemp
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Re: NOTA 1.42

Post by 123vtemp »

A few hours latter I specifically tested the battle ships my self, and found that I was horribly wrong. I wish I had taken a closer look before posting that perception.
123vtemp
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Joined: 20 Mar 2008, 11:02

Re: NOTA 1.42

Post by 123vtemp »

I love the toad but it's current stats just do not make it practical when compared to the alternatives. There is one thing I do not know, but have seen any signs of superiority; and that the power of air to air weapons perhaps it may not be good against fighters but is it significantly better then normal fighters for attacking bombers to make it acceptable?

HP, M, E, Build time:
Toad: 450 343 7020 18800
Vashp: 520 287 5495 15050
I suppose speed also determines usability for missions [as well as maneuverability]

I do not know what could be changed with the toad but I feel that some thing is off.

A bomber takes less time and would survive a lot longer or fighters and fighter bombers would be there a lot sooner to get there job done. If the toads air to air ability makes up for the hp difference between it and the vashp is the toads air to air abilities that much stronger than a fighter to make it worth the much greater build time+M and E. If so I am happy. I want to know because I have not been able to notice their ability.
123vtemp
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Re: NOTA 1.42

Post by 123vtemp »

Toads are worth building
123vtemp
Posts: 217
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NOTA improvements

Post by 123vtemp »

Next version improvements
I listed here what I could remember.
I have forgotten several things ;(

Observations:

-of course flack accuracy
-core anti ship gun is not transportable by the core heavy lifter (or any other transport for that matter (hover trans to not load it either)
(t1 lifter does not lift core anti ship guns and does load arm's) it is not a bad idea as it is a vulnerable target

-the bulldog is t1 transportable the gol is not

-all repair refuel pads can nto be stopped because repair/refuel is free the arm/cor asp for example generate +4 E having air refuel cost -2 E and repair -2 E it should then be possible to turn them on and off

-the core mobile repair pads are not portable
they do however transport units if an air transport could carry trucks this could be an interesting ability but not a huge change as it can carry but one veh

-core trucks/ mobile repair pads do not have an no/off option for the pad

-arm mobile spider pads on/off does not work

-with collision of planes stack and all receive dmg from the same shots = the lesser numbers of = air combat ability stand a good chance of losing great numbers or even the battle because of this ware fair instability

-t1 air factory with air repair is awesome but if the air pad can not be turned off it causes strategic malfunctions if your bomber think that a good place to go, and instead get torn apart flying over enemy air space (so all air repair needs to be able to be turned of else strategic missions are danger of failure on a unit behavioral basis)

-flack dmg to friendly fighters is deadly perhaps the flack accuracy will fix that irritation

there is a lack of mobile t2 veh arty (for land warfare - ie with splash) -does NOTA need it nah the kbot arty takes care of that I think

-arm lacks a unit to compromise for the FF

-arm lacks a unit to compromise for the Stealth bombers

-the arm carrier has no anti hover weapons [that is not a bad thing -just a note]

-fighters not breaking away from combat if hp drops below the auto return in a problem

-monstrous killer and crog: for build time monstrous killers are surprising ly well balanced with the crog for combat ability yet they cost a great deal less they do powerful dmg but lack health
7:2 build time ratio and a bout a 1:2 M ratio (nostrums killer:crog)
When the grogs hp was reduced perhaps the cost should have been reduced, but then again the crog is capable of climbing 45degree and above slopes which the monstrous killer can not... odd for a spider bot
the crog also has excellent aa

-FF's can school most fighter fleets (what is good for killing them /:
100 toads get owned by a small fleet of FFs iints get owned by FFs and FF's can not be nuke and it is flack resistant.
build times it what makes def difficult you can only build almost exactly 2 core ints in the same time it take to build one FF. In late game this is not so difficult, but funding for factories in mid game is not an inexpensive choice. While the M is at an agreeable cost to the defender the ability to build enough ints is not there, so an FF rush is nearly unstoppable especially if your also trying to mount an offensive
I know this, I have seen it demonstrated in a game. Even in 1.42 flack is the most time efficient way to have a type of method ti bring down FFs I can give the details of that game if so desired [it was an impressive game]
The main reason for int casualties is the stacking coupled with their inability to break of from combat upon reaching a certain dmg

It is right for the FF to be so strong, given the M it costs so a longer build time should fix the problem. The short build time was nice because it made it worth building instead of bombers and did not require a lot of plants to produce a lot. not having to build several plants means more M for unit construction and a shorter wait b4 u can start constructing as u do not have to wait for multiple factory to build b4 having a strong production output (change the build time to 150% ?) - I might be thinking to generously?
10 FFs totaled 100 toads and I believe there were 5 FFs left over
(it was a lose formation battle) - second round all toads died again but one 2 FFs lived (it was ints survive better )
80 blades vs 20 FFs = 5 FF survived
120 blades vs 10 FFs and 88 blades lived
I think the only real problem is the FF build time and fighter collision not to mention the inability to break from combat it hp becomes low

Radar jammers have a problem which is not likely easy to fix. In the original TA you could load a jammer/radar in an air transport and you then had airborn jamming/radar equipment now there is a glitch when a jammer is loaded it jams the area it was in b4 it was loaded only once it is unloaded does it jam the area around it. a jammer in the air should constantly jam the area around it. If the jammer is in a hover transport whether it should work or not is controvertible.

Untested thoughts:

(discard - inacurate)t1 trans do not transport any anti ship guns this option would change some game play at the moment I do not know it it would give veh an unfair advantage against ship players, as t1 trans are not high in hp it is a dangerous decision for a player to make, because of vulnerability it is prob not a bad idea

-some people thought the sniper should be stronger, as a t1 unit it is good its, build time is longer, but increasing the dmg would not have a bad effect it it costly and has a slow rate of fire so I find it balanced if dmg was increased I do not think It should be increase a lot

-napalm planes consistently appear to kill them selves with their own napalm when attacking a crog, not the crogs aa (I'm sure it is just the crog aa)

-They flying wing is a good unit but the build time is long given the wings vulnerability to attack and destruction. it costs a lot of M and has a long build time, but does not put out as well as it aught because of it's low hp [for its vulnerability] (a reduction in cost? or slight increase in hp?). It can be hit by any anti air unit and thus has little chance of a safe return, preventing high numbers. When facing ships with any kind of aa; unlike bombers which have a chance of survival, the wings are crushed. Wings have a dmge reduction agains ships - that is fine but should they be flack resistant? or have 100 -150 more hp?

-toads /: IDK what 2 say
we decided earlier that they are fine as is ...
Last edited by 123vtemp on 08 Apr 2008, 17:19, edited 12 times in total.
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Thor
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Re: NOTA 1.42

Post by Thor »

123v, thanks for the input. I'm extremely surprised to hear that ff's in numbers defeat interceptors. I will need to test that myself. Maybe turning collision back on will help the interceptor survivability.
123vtemp
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Re: NOTA 1.42

Post by 123vtemp »

I think my name[1-23v] lacks a sense of personality humpf...pity it has a reputation

And I edited and added some information^^

-all air repair pads
-core anti ship
-FF (I meant that for the Ints being anti air/bombers they sustain heavy losses but do not technically lose) if u were to consider build time tho time for time the ints do lose but M for M the ints win,
-t3 assault units
-radar jammers
-bulldogs and gols t1 transportation
-of course flack accuracy

wow time flies...it is early
if you do not want/ need as much information (^^^) let me know
Last edited by 123vtemp on 05 Apr 2008, 08:12, edited 3 times in total.
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overkill
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Re: NOTA 1.42

Post by overkill »

Imo, int vs ff is fine. 4 ints can kill a ff if you attack from the front of it, not the back where than nasty red tailgun is, the red pew pews dont eat ints like the tailgun does....
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LordLemmi
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Re: NOTA 1.42

Post by LordLemmi »

add a third race xD :) ^^ :mrgreen:
would be fun too :)
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Thor
NOTA Developer
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Re: NOTA 1.43

Post by Thor »

v1.43 released:http://www.fileuniverse.com/?p=show&a=it&id=5377

Changelog:

-All Mobile AA damage or reload time slightly improved
-Flak accuracy improved
-Collision turned back on for fighters; they won't stack on top of each other anymore
-Heavy Bombers can now be killed by direct flak hits setting an engine on fire
-The Advanced Missile Systems on Core AA cruiser and carrier can now shoot at high altitude planes
-Core AA cruiser and carrier cost slightly increased
-Heavy Bomber AA accuracy slightly improved
-Sniper accuracy and damage to light armor increased
-Cruiser auto-heal slightly decreased
-Mobile anti-ship guns are now transportable by only heavy transports
-Flak turret turnrate reduced
-Command Centers can build floating metal makers
-Removed annoying unit halting sounds
123vtemp
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We need a dedicated NOTA host (bot)

Post by 123vtemp »

I noticed that P.U.R.E. has a dedicated server. Because of that people now play P.U.R.E. games. Having one or two NOTA servers would make a huge difference. With UF down only bot administrators can DL mods to the bots when b4 it would have been easy for a group of players to chose which mod they wanted to play.
123vtemp
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Re: NOTA 1.43

Post by 123vtemp »

<Sehkmet> (bot host)
has NOTA v1.42 but not the latest
it is nice to see that some are embracing the entire spring community
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