SpringFiles: NOTA

Version:  1.70 Games Freeware

— Not OTA v1.70 —

NOTA is a TA themed mod designed for larger maps with to-scale units, fuel for airplanes, and more.

NOTA features more strategic play, more diversified unit types, and a slower tech/econ development.

NOTA games can be very quick, seeing only t1 units, or very long, ending with the appearance of incredible superweapons.

——————————————–
INCLUDED

– LuaAI: Spacebugs – specific scenario enemy, space insect invasion (v1.6)
– LuaAI: N.O.E. ……..- skirmish enemy (v1.70)
– KOTH mode ……….- scenario where players fight for specific territory (v1.6)
– MISSION: TTD ……- multiplayer mission (v1.69 alpha 05) (map Throne v1 needed)

HOW TO USE THESE MODES? CHECK: http://nota.machys.net/gameplay

———— CHANGELOG ———————

v1.70

GAME

– killed heightMod lowering the AA shootdistance of:
….- Jethro/Crasher, Samson/Slasher, Hermes/Horgue, Crabe (1.1 -> 1.0)
….- Defender/Pulverizer, Panther (1.3 -> 1.0)
….- Swatter/Slinger (1.4 -> 1.0)
….- not AA weapons of – Peewee, Bulldog, Pyro , Spider, Anaconda/Snapper (1.1 -> 1.0), Maverick (1.3 -> 1.0)
….=> dont worry, no big change, we are back before engine change fixes, basic AA now works good as before (yes, it was weak a bit in last two versions)
….=> ship AA range handicaps stay
– fix – twice bigger build range for FARK to avoid repeating “tries” to build a building (60->128, now the same like Necro)
– fix – hellfish added in list of planes with big default spheres -> lowered
– fix – Avengers ground units chasing bug
– fix – refueling model collision bug (Spring 91.0) for Lancet, Titan and Firebat
– fix – Osprey’s main gun and Flying Wing’s MG cannot be forced to attack ground
– speedup of model spheres fixgadget

NOE AI

– general
….- lrpc’s (Bertha/Intimidator) and blueLeaser weapons (Annihilator/Doomsday machine) added to Defence Tech2 nod buildlist
….- more simple, slower and stupid expansion algorithm 😉 for eco bots
….- silly testing targeting replaced with planned new one

– groupDefs
….- added new guard groups for safe expanding and conquering the territory for both sides
….- bigger transfer numbers for eco guards groups
….- first eco bot is not battlegroup assister, but mex builder
….- added expTowers class to some other attack groups
….- enhanced rocko group (bigger) and added the equivalent one to CORe (doesnt had antiarmor group yet)
….- new group “stumpy-raider”
….- bigger groups of builders, lower transfer counts for these groups
….- forgotten usage of class “lessDangerousGroundUnits” for antiground planes groups
….- some “lightAttacker” groups of light bots are now “cleaner”s
….- all small ak’s groups are cleaners <- raiders spirit
….- many small changes in spirits, numbers, status and preference numbers
….- panther group is “cleaner” now

– functions
….- more simple, slower and stupid expansion algorithm 😉 for eco bots
….- ChooseClosestTargetGivenClass() with parameter class==”all” choose from all targets in list
….- ChooseClosestSpot() is now using the learning feature of previous function ChooseMexSpot()
….- RealBufferJob() gets PrepareFirstUnit(secondGroup.groupED) before every try to transfer to prevent returning to “new leader’s pos”

– spirits
….- new spirit “cleaner” derivated from “lightAttacker”
….- new spirit “invisible-raider” for snipers, at least! 🙂
….- new spirit “heavySupportLine” boosting the role of rocket bots against armor spam (simply derivated from secondary line)
….- new spirits “builderDefender” – 8 light bots guarding eco group
….- targeting for “raiders” and “cloacked-raiders” is changed to new one =>
….=> dependable on static value unit attacking group (attacking_by_BigMove) asks for position or not
….- lowered distance of “lightAttackers” from target – 200->100
….- “artileryCommander” now stop only leader unit, not full group, when enemy in range
….- “cloacked-raider” is more like “cleaner”, then “raider”
….- upgraded “support-line” and “artileryCommander” spirit on planned levels (better copy move of the leader, stop arty when enemy close,…)
….- main tank dont attack factory when weak, look for metal target
….- added part of missing code in “lightAttacker” (more in fix chapter)

– formations
….- new formation “circle”
….- leader of main attack formation gets better position a bit behind the lines
….- added “standardLineZig” to replace “standardLine2nd” formation as secondary formation, all three (main, zig-version, 2nd) generated from +1 place, because save pos for leader
….- again main formation changed (previouse move of the leader was not good)
….- “artyLine” get bigger X-scale (50->70)
….- “swarm” and “cirlce” gets lower constrainLevel (swarm 4->2, circle 16->2)

– classes
….- new class – lessDangerousGroundUnits – containing all fat armored units (as targets for antiground air)
….- every class of targets gets “static” = true/false value (for use in targets list) – prepared for a long time, but till now not used

– plans
….- tech2 expansions have endplan patroling hardcoded

– fix
….- additional units in eco groups now dont stay at base (only 1st unit was doing something)
….- forgotten choosing from list of targets at “lightAttacker” and “raider” spirit added (old code killed), so attackers choose more targets now
….- fixed start game sleeping of AI if not enough mexes around tower
….- fixed energy stall if AI have to big metal income
….- fixed some old mistakes and copleted missing code in “supportLine”, “raider” and other spirits
….- the annoying message about units there were not in any group is killed
….- killed debug message about sleeping group

intro000_2.pngintro001_2.pngintro002_2.pngintro003_2.pngintro004_2.pngintro005_2.pngSee videoRelated links:  http://nota.machys.net Author / Publisher:  PepeAmpere