NOTA 1.82 - Page 37

NOTA 1.82

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

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: NOTA 1.54

Post by Guessmyname »

O_o

Been over two years, how did you remember about that?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: NOTA 1.54

Post by CarRepairer »

I didn't "remember" lol, I wasn't even on spring back then. I just decided to go to the first page of this thread to check out some NOTA links and saw your post there. :lol:
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.54

Post by 123vtemp »

If we have been over that two years ago and we did not remember it my best guess is that the fix proved to be trouble some and the best remedy was to space them 2 spaces apart. Sorry. Tho it is not hard to avoid once you know.

Also there is a more extensive forum site:
http://nota.strategyboards.com/
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: NOTA 1.54

Post by Decimator »

The footprint of the air plant is too small. We had this problem in E&E.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: NOTA 1.54

Post by smokingwreckage »

Possibly OT: A quick note to say Spacebugs is a lot of fun, and thanks to the modders!
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.54

Post by 123vtemp »

I was surprised to hear some one say that NOTA eco develops faster than BA because we were all under the impression that if felt slow. That is because as Klopper pointed out a very long time ago ... it did feel slow. Altering the nano spray would suddenly make it feel as tho the game were going much faster.
Klopper wrote:Very sweet 8)

Thor, any chance you might borrow CA's core nanobeam and their fire stuff some time? It would add to NOTA very nice imho, especially for the HQ with it's large build radius...and with the fire stuff, Firebats could make REAL napalm carpets...*drool*
Personally the CA beams some times look clearly fakeish so I do not take to them a lot, but the point is a huge one. I do thin it would be a good idea for the graphical appearance to reflect the faster build speed we actually have.
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.54

Post by 123vtemp »

!bleep
User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Re: NOTA 1.54

Post by smartie »

It's mostly of an issue of laziness :-)
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: NOTA 1.54

Post by overkill »

eerrr, 123v, the ca nano was recommended due to the fact it is like a Lazer and has no travel time. I think it would be oodles better than the current green or teamcolored blobs that arrive at the build site an hour after it was done. And it doesn't look bad actually.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: NOTA 1.54

Post by ironized »

maybe they could just launch misiles at it to make it build!

seriously though, maybe a laser that aimed at the middle of the building, and throbed would look good?
TopHatMan
Posts: 3
Joined: 10 Apr 2008, 00:22

Re: NOTA 1.54

Post by TopHatMan »

GRAHG
I have returned
...
On topic, yea the videos by pandro are always excellent
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.54

Post by 123vtemp »

er?...
video?
Linky? :p
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.55

Post by Thor »

NOTA 1.55 released: http://spring.jobjol.nl/1943

Lots of changes to the stealth stuff.

Changelog:

v1.55

-All active radar units now reveal their location to any enemy radars covering that area
-Added Covert Ops Center for CORE, which builds the Tracker infiltration kbot
-Tracker model changed; can now plant remote bombs; laser range reduced
-Sniper cost decreased; range and damage to armor decreased; can now fire without decloaking
-Arm Spy kbot now built at tech 1 kbot lab; Self destructs in an EMP blast
-Units can now be set on fire by certain weapons such as napalm
-Nuclear missile area of effect increased
-Arm Commander is now light armor; jumpjet reload time increased
-Flak cost decreased
-Valkyrie acceleration increased
-Fixed problems with lasers having trouble hitting flash
-Added some new visual and sound effects
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.55

Post by Thor »

Updated to 1.552 to fix a lua error.

http://spring.jobjol.nl/1948
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: NOTA 1.552

Post by [Krogoth86] »

Was it intentional that snipers don't get uncloaked by radars? I found myself rather helpless as Core K-Bot Player vs Arm K-Bots when having grabbed ground first and fortifying my frontline with a radar and two turrets so I hold more ressources than my enemy. Snipers beated the shit out of me and I had nothing to advance next to them (as they can run away too). The only possible options would have been AKs which wouldn't have made it too far too because of Hammers & lasers of his own...

And in contrast to my Trackers Snipers can be quite spammy (actually I saw the first Sniper not until my Tracker ran into one)...
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: NOTA 1.552

Post by [Krogoth86] »

Oh and something else:
Please give the Core T2 K-Bots a little more love - they simply need more / better units. One thing e.g. is a missing AA K-Bot. Then there is the Arm Fido which can own pretty much any Core K-Bot in combat. It even outranges the Sumo and is very fast and agile. While its damage vs. K-Bots isn't that immense it simply is impossible to even attack the Fido with the T2 K-Bots...

The only bot that could is the Dominator and here I'd actually start: The Domi really needs a buff as it's no good currently. The range is no that much more than for e.g. a morty and so it doesn't really make a good barrage unit. The missiles aren't really accurate and hitting mobile targets also isn't really possible. Even if they hit they don't even kill a Thud in one shot - not talking about anything T2...

I don't know if it's better to make the Domi into sort of a counter for the Fido which has guided rockets & some nice punch or if there simply is another new unit needed here but currently Core doesn't really stand a chance against Arm when both face with T2 K-Bots...
User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Re: NOTA 1.552

Post by smartie »

snipers are inherently stealth whether or not they are cloaked, so you wouldn't get a blip on your rader, you'd have to go up and get LOS on them. Either way though, snipers outrange the llt's so in that situation it wouldn't have mattered if you'd seen them or not. They SHOULD be getting decloaked if they are in range of the radar tower. I really hope we don't ahve to release a nota version 1553. In that situation, if all you have to go with is core kbots, i'd recommend using the sprinter. It could probably close the distance quickly enough so that the snipers wouldn't have time to get back to safety. They take two shots to kill which isn't really much better than aks for for their cost, but their extra speed should help them a lot. If you ahve tanks i'd go with light or medium tanks. I wouldn't use the morty becuase of the LOS problem.

edit: also, snipers take a lot more e and longer to build than most other kbots. If this is early game and he's spent the time to afford a group of snipers and a hammer army he's got to be lacking somewhere else.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: NOTA 1.552

Post by [Krogoth86] »

Well I had thought they should uncloak here but even with the 2nd radar nothing happened...

Image
User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Re: NOTA 1.552

Post by smartie »

can you upload the replay? I'd like to take a look at it

edit: just remembered something. Were you e-stalling at the time? When you estall it often kicks off the detection on the radars because they take e to run

edit again: I did a test and something isn't working right. The snipers can stay cloaked in teh decloak range, but as soon as a unit passes within about 550 range of them they decloak. Its strange because if you hold shift down hold the mouse over them you can see what their decloak range actually is and it is the full 1000 range. For some reason they just aren't decloaking like they should even though there are units within range of them
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.56

Post by Thor »

NOTA v1.56 released: http://spring.jobjol.nl/show_file.php?id=1988

Changelog:

v1.56

-Added Brik Light Air Transport for CORE
-Kbot autoheal time decreased
-Tanks can now drive in reverse
-Radars detect cloaked units as blips instead of decloaking them
-Immolators and pyro deaths no longer set units on fire
-decreased fido range from 800 to 740
-grayhound hp reduced by 200
-Bombs and Artillery given gravity constants. No longer affected by map gravity.
Post Reply

Return to “NOTA”