NOTA 1.82 - Page 40

NOTA 1.82

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

smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: NOTA 1.58

Post by smokingwreckage »

Core needs the Covert Ops Kbot Lab to go to stealth.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: NOTA 1.58

Post by Master-Athmos »

That's just the Sniper counterpart though which is a bit more mobile and stays cloaked while moving. At the same time it has a lab of its own plus immense higher costs. So that's not a trade-off for the spy...
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.58

Post by Thor »

Scouting and spying is something we felt arm should be better at than core. Arm get spies and t2 spy planes, while core get trackers and stealth bombers.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: NOTA 1.58

Post by Master-Athmos »

But isn't the Tracker the equivalent to the Arm Sniper - a bit more advanced and way more expensive to build? It's just that I think that scouting is one of the most important and game deciding aspects of a game and so Core has quite a disadvantage here...
User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Re: NOTA 1.58

Post by Strategia »

Master-Athmos wrote:It's just that I think that scouting is one of the most important and game deciding aspects of a game and so Core has quite a disadvantage here...
Finks are still as cheap as ever. Sure, they may not be up there with the high-and-mighty spy planes, but if you send out, say, 20 or so, you'll likely still get through pretty far, pretty fast. Unless your enemy has really powerful anti-air, in which case that tells you something as well. Unless it's lategame, but by then, you should have a pretty good idea of where the enemy is. And if you don't, you should have enough economy to build a crapload of Finks and send 'em out. Or just invest in Trackers.
Totbuae
Posts: 38
Joined: 14 Nov 2007, 08:22

Re: NOTA 1.58

Post by Totbuae »

You could also use Shadows/Hurricanes/Vultures/Black Lillies if there's so much low altitude AA that Finks cannot get through. Either that or go for complete overkill and use Centurions to scout.
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: NOTA 1.58

Post by Master-Athmos »

Neither of them will give me permanent LoS though and probably won't make it deep into an enemie's base (if he's not totally lacking any AA which is highly unprobable). You also don't have any option of deploying a cloaked unit in a KOTH game (where Core is a bit handicapped anyway due to fast Arm fleas which can give you quite some precious seconds)...
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.58

Post by Thor »

That is just a slight advantage that arm has over core. Just as core has access to heavy tanks at t1 while arm doesn't. Each faction doesn't need to have all the same capabilities of the other for the game to be balanced.

I've found trackers to be pretty handy in koth games, although it does cost a lot of money to get them out.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: NOTA 1.58

Post by Pendrokar »

Has anyone used Pyros? If not this is what happens at least for me:

[ 19098] GML error: Sim thread called gmlGenLists (LUA)
[ 19098] LuaRules::RunCallIn: error = 2, RecvFromSynced, [string "LuaRules/Gadgets/unit_is_on_fire.lua"]:156: Invalid call

Game freezes...

[Edit] You probably need to know this too:

LogOutput initialized.
Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake{MTDEBUG}-tdm)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 888, flags:
SSE 1.0: 1, SSE 2.0: 1
SSE 3.0: 1, SSSE 3.0: 0
SSE 4.1: 0, SSE 4.2: 0
SSE 4.0A: 1, SSE 5.0A: 0
using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "C:\Documents and Settings\Administrator\Local Settings\Application Data\springsettings.cfg"
OS: Microsoft Windows XP Professional x64 Edition Service Pack 2 (build 3790)
OS: WOW64 detected
Hardware: AMD Athlon(tm) 7750 Dual-Core Processor; 4093MB RAM, 7938MB pagefile
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: NOTA 1.58

Post by Master-Athmos »

You're obviously using the multi-threaded version of Spring. It's for a reason that this hasn't been merged into the main release of Spring yet - one of them probably being the problem with LUPS effects like here & some other stuff...
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: NOTA 1.58

Post by Pendrokar »

Removing LUPS helped...

If I have to choose between a few good looking effects or Higher CPU power?.... bye bye LUPS

Thanks for reply!

[edit] yeah same happens in CA
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.59

Post by Thor »

v1.59 released: http://spring.jobjol.nl/show_file.php?id=2175

Changelog:

-Strategic Bomber accuracy increased significantly; area of effect and damage decreased
-Mobile artilllery accuracy increased; low trajectory range raised to 950
-Tech 2 nanotowers can now build their corresponding tech 1 lab
-Kbot lab hitpoints decreased 15%
-Added lolUI, allymousecursor, and ETA widgets; Updated Custom Formations
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: NOTA 1.59

Post by pintle »

Wait you buffed arti?!

Last couple of games I played (as a nota newbie) vs established nota players, I was making waaaaay more than cost with an all-game spam of 1 flash: 1 arti. They were incredibly effective when used as a skirmish line behind some generic mass of troops, I am not sure the buff is necessary.

Incidentally, I found arti to be acting screwy again vis a vis autotraj (hatehatehate) it seemed when I tried to force them to low trajectory and disable autotraj, they simply stopped firing.
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.59

Post by 123vtemp »

Yeah, When arty targeting was auto mated I did not much like it.

The high trajectory auto switch would be nice if there were a button to turn it off and a master setting somewhere to set the default to off/on

If I were the only player my default would be off.

As a compromise, why not set it to auto if you click high trajectory else it stays in low trajectory mode since that mode is most important.

Arty will be devastating but it still will not live against a tank charge of similar / less metal value

Why not let arty move fast? is is light armor... and needs to be static to fire

okay not sure if that is truly the best idea =P
123vtemp
Posts: 217
Joined: 20 Mar 2008, 11:02

Re: NOTA 1.59

Post by 123vtemp »

Early on there were more uniquely fun units in NOTA.

The hellish was fun and so was the toad.

Units like these were really good because they attracted players.

Our last work on the hellfish reduced the accuracy to the greatest it has ever been and has also lowered it's range and speed.

The toad does not have loop back any more.

Loop back made the toad a much more glamorous unit.

The 2 bombs on the hellfish rather than one is a lot more fun to try to line up right but is a bit too inaccurate for an enjoyable micro.
(dmg reduction, accuracy increase; hp lowered speed increased; fuel and bomb cost globally reduced) (is toad loop back restore able? with default off)

Changing the tower nano spray speed with not make if feel like it is building slower than it is.
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.59

Post by Thor »

kbots easily walked over arty even if it was screened by other kbots. For how expensive, slow, and vulnerable arty is, you were better off simply adding to your hammer spam instead.

With the autotraj, are you sure you were in range of the low trajectory?

123v, how do you feel the hellfish has changed except for the speed decrease? The accuracy was never changed and its fuel range was increased a while back.

Loopback was broken by one of the recent spring versions. I'd love to have it back if we could
moriarty
Posts: 30
Joined: 17 Jul 2009, 18:27

Re: NOTA 1.59

Post by moriarty »

Is there an AI that can play this mod? RAI and KAIK don't seem able to and AAI just crashes all the time and I don't think has a config for it anyway.
(Note - I have no internet at home, so AI's only)
User avatar
Thor
NOTA Developer
Posts: 291
Joined: 05 Mar 2006, 10:26

Re: NOTA 1.59

Post by Thor »

There aren't any that can play it intelligently. RAI or KAI are the closest you can get I think.
anguschandler
Posts: 6
Joined: 24 Jun 2009, 03:35

Re: NOTA 1.59

Post by anguschandler »

Posted the following to the NOTA forum as well.

Not sure what is up here - was getting a consistent 60fps on NOTA 1.58.

Now I get 60 for a few seconds, then about 5fps for 5-10 seconds, then another burst of 60. You get the idea.

I'm running an x1900 graphics card, 2 gigs ram, 4 2.66gHz processors, Windows XP SP2.
locojones
Posts: 6
Joined: 17 Jul 2009, 22:39

Re: NOTA 1.59

Post by locojones »

Hi Thor, and all the NOTA people. Today I played NOta for the first time, its awesome!!! NOTA is what I was searching for. I tried Supreme Commander, various Spring mods (BA,CA,BOTA), Warzone 2100, etc, and all have their pros and cons.
I want a real strategy game, with a lot of posible ways to win, i want mixed armies, big battlefields, and yet a simple interface (not full of gadgets like CA).
This mod deserves to be much more popular. I can help making Spanish translations (Im from Argentina)
Post Reply

Return to “NOTA”