Page 15 of 72
Posted: 11 Jul 2007, 16:33
by 1v0ry_k1ng
you could allow the commanders anti air laser to target ground for low damage, like enough to kill a peewee in about 10 seconds, so it can deal with scouts, and thus remove its reclaim?
Posted: 12 Jul 2007, 08:01
by smartie
[XIII]Roxas wrote:
By the way, the turrets look like mini-shore defense guns. Might wanna make those railguns too, eh?
Oh no! The secret is out!

Posted: 16 Jul 2007, 19:50
by overkill
screwing with air craft in fps mode is fun......i fpsed a centurion, brought it down to low altitude and started shooting at the aircraft being built in a factory.....good way to kill airplants with out there biggazzed bombs, it also pwns bombers on the ground. i also tryed fpsing a vashp and taking it to high alltitude to avoid misssiles, it works but only for a few secs untill
it decides its to high and starts to nose dive....good way to avoid missiles early on though.....
Posted: 18 Jul 2007, 07:09
by RavingManiac
Why doesn't the arm have aircraft carriers?
Posted: 19 Jul 2007, 09:37
by Muzic
Congradutlations on the success that NOTA is the popular mod in the Chinese community ^_______________________^;
Posted: 19 Jul 2007, 10:00
by overkill
ARGGGGGGG, muzic howd u beat me to it.
p.s. im the one who found that out
Posted: 19 Jul 2007, 10:26
by bwansy
overkill wrote:p.s. im the one who found that out
How?
Posted: 19 Jul 2007, 18:22
by Snipawolf
Posted: 19 Jul 2007, 18:29
by bwansy
I see. Thanks. I haven't been around for quite a while, so I don't know much about what's going on lately.
Posted: 19 Jul 2007, 23:24
by Spawn_Retard
have to say, im addicted to this mod, and IMO outclasses any mod out at the moment.
its got a whole new way to playing, and this mod brings naval units into use.
one question.
is it possible i could use some of your unit models, more than anything, ships?
Posted: 20 Jul 2007, 02:12
by Thor
I've been working a bit on the next version. It'll probably be a pretty small release, mostly just taking advantage of new features in .75b1, and fixing things that got broken, the worst of which is that strategic bombers aren't losing their fuel when they drop their bombs.
Roxas, I'll try a different projectile for the railgun and see how it looks.
Ivory King, I just lowered nanotower reclaim speed to 1/3 its normal workertime. That'll allow them to take care of scouts without being so powerful against raiding armies. I think having the bases shoot at ground would look kind of weird, especially the Arm one, since aa missiles aren't allowed to shoot at ground anywhere else in the mod.
Why doesn't the arm have aircraft carriers?
Carriers for both sides are on the to do list.
Congradutlations on the success that NOTA is the popular mod in the Chinese community ^_______________________^;
That's really cool!

I had no idea!
is it possible i could use some of your unit models, more than anything, ships?
go ahead! Many of them aren't originally mine anyway, but were simply modified from existing models.
Posted: 20 Jul 2007, 18:27
by 1v0ry_k1ng
NOTA games are nightly now, this is the only not directly TA mod ive seen people begin to accept
Posted: 21 Jul 2007, 04:22
by [XIII]Roxas
Thanks Thor. Good luck with your carriers.
And of COURSE it's such a great success, it's an amazing mod.
/end Brown-nosing
Posted: 22 Jul 2007, 12:30
by Rubenes
I made a basic NOTA config for NTai. Look here:
http://spring.clan-sy.com/phpbb/viewtopic.php?t=11235
or if you don't want to read and just want to grab the config:
http://spring.unknown-files.net/file/32 ... TAI_V0.03/
P.S.: AF recommended to add the NTAI tag to modinfo.tdf with the value NOTA. Read the thread for more info.
Posted: 22 Jul 2007, 22:53
by Thor
Nice. I just tried it for a few minutes, but it seemed to work pretty good. I've added that tag for 1.31.
1.31 released!
http://spring.unknown-files.net/file/3270/NOTA_1.31/
------------ CHANGELOG ---------------------
v 1.31
-spring .75 fixes
---fixed airpads
---fixed bombers
---fixed rocket trucks
-Raptor IV's can become crippled if hit by a powerful weapon
-Blade interceptor gun damage increased 30%
-Core interceptor now has a single very powerful laser weapon
-Gala's and Oddities cost less
-Rocket truck reload time decreased
-Amphibious tanks have slightly more range, but do less damage to heavy armor.
-Sub torpedoes are now guided
-Subs no longer chase land units
-Anti-sub hovercraft doesn't kill itself on land anymore
-Cruiser anti-sub range reduced
-Mavericks no longer anti-armor, autoheal improved
-Cans put in heavy armor class
-Core supergun has a scattershot weapon
-Ship autoheal takes less time to kick in, but is slightly slower
-Nanotower reclaim speed 1/3 of default value
-Bases can't capture anymore
-Nuclear explosions changed to be less laggy
-Collision Spheres on some units adjusted
-Enemy units no longer transportable
-Gauss/railgun projectiles changed
-Some buildpics improved
Note: aircraft flares were broken in the latest spring release. Stealth fighters
will be temporarily not cost-effective until this is fixed.
Posted: 23 Jul 2007, 00:39
by LOrDo
Mabye you should add some screenies to the download page?
Posted: 23 Jul 2007, 06:30
by j5mello
what exactly was wrong with the rocket trucks (and which ones? t1 or t2?)
EDIT: what was wrong with all three of em since im asking?
also did someone mantis the flare issue yet?
also ive established a NOTA channel in the lobby if ur a player (and esp if ur someone who can host) plz use /join #nota in the lobby so we can coordinate games...
Posted: 23 Jul 2007, 06:38
by gamer17
How do I use the NOTA config for NTai?
Posted: 23 Jul 2007, 08:04
by chillaaa
Well you need NTAI that works with .75 installed.
You then need to place the NOTA config tdf file in %spring root%\AI\NTAI\configs i believe... AF, correct me if im wrong.
Posted: 23 Jul 2007, 14:35
by Rubenes
I redid my config completely from scratch and here is the result:
http://spring.unknown-files.net/file/32 ... NTai_V0.1/
As always, have fun and report any issues in the thread in the AI forum.
Rubenes