SpringFiles: NOPA

Media Freeware

New Kickstarter project!
Not Original developers are much faster then before. They offer you free remake of the game, that is not finished, yet! Admirable dudes. And now, here is the star of this night: Not Original Planetary Annihilation – N.O.P.A.!

Btw, first $1500 for the project we get from Licho’s account, from your money Spring players! Thank you!

this is noPAjoke!

for more check the nota page – http://nota.machys.net/tag/notajoke

11-nopa.pngRelated links:  http://nota.machys.net/tag/notajoke Author / Publisher:  PepeAmpere

SpringFiles: NOTA

Version:  1.69 Games Freeware

— Not OTA v1.69 —

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 (v1.69 beta)
– 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 ———————

v1.69

GAME
– fixed model radius of air-transports (Spring 91.0 bugfix) so load/unload works fine again
– lualization of Gamedata/icontypes.tdf -> icontypes.lua
– unit_comm_nametags.lua widget repaired
– bigger spread for mass airtransports (unloadSpread: 1->3)
– Eagle and Vulture (radar planes) have radar ON when built by default
– dragon teeth models of both main sides are a bit bigger (before: 1/2 of OTA/BA teeth, current: 3/4 of OTA/BA teeth) and their mass changed from 49 => 1600
– CORE tower AA beam now shoots only lowVTOLs, too, as ARM missile one does.
– experimental: heatmapping ON (low level) for most of the types of units to avoid “grouping” in one path
– EMP paralyzation effect now appear when current health of unit is reached, not when the maxHealth reached as was before (default)
– reclaiming works more gradual now – you get resources not at the end, but after every 1/4 of reclaim, for features and dead units works the same
– lualization of modrules.tdf -> modrules.lua
– fixed 34 bad yard unit definitions
– fixed 2 old names of targeting class
– old player_killed messages working again (f.ex.: “Team 1 (danil_kalina) has been terminated”)
– “pirates” and “spacebugs” startoptions removed (pirates subproject abandoned, only pirates mission will be created, spacebugs mode can be played by adding Spacebugs AI)

NOE

– added support for missions and NOE AI modifications
– NOE: enhanced build decisions for late games

MISSIONS

+ NEW MISSION: TTD (Transportable Tower Defence) – alpha test

intro000_1.pngintro001_1.pngintro002_1.pngintro003_1.pngintro004_1.pngintro005_1.pngSee videoRelated links:  http://nota.machys.net Author / Publisher:  PepeAmpere

Zero-K: Zero-K v1.0.9.7

= Zero-K v1.0.9.7 =

We’re steadily climbing higher. Here are the changes since v1.0.8.7. In particular we are using Spring 91.0, unit targeting should be a lot better and there is a texture for terraform.

== Balance ==

Hammer
* Range 820 -> 840

Phoenix, reverted fire burn time nerf. AoE nerf stands.
* Max on fire time 10s -> 15s

Clam
* Can no longer resurrect
* Health 800 -> 1300

Athena
* Can now resurrect
* Health 200 -> 400
* Speed 9.17 -> 7
* Cloak cost (3, 10) -> (2, 5) (moving, static)

Jumpjet units without visible thrusters can no longer jump while flying through the air. This includes Sumo, Skuttle, Dirtbag and Archangel. Pyro, Can, Freaker and Recon Commander can still jump from mid air.

Resurrect cost: 1.5x -> 1.25x energy and time

== Graphics ==

Reduced unit on fire effect particle count and removed smoke.

Terraform textures the map with a metal texture. This looks good, makes terraform more visible and indicates which units can walk on it.
* Sparse squares as passable by everything.
* Steeper slopes have dense squares and are not passable by vehicles.
* Black walls are only passable by spiders.

== GUI ==
* Minimap “clear” button removes all drawings.
* Minimap metal map button displays mexes and geos without changing map to black.
* Changed default colors for line of sight view to be much more brighter and bound F4 to new metal map display.

== Lobby ==
* Removed ATI/Intel driver checks and compat. options, most drivers now work fine.
* Added multithreaded engine checkbox.

== Engine Fixes ==

We have been using the new engine Spring 91.0 for a little while. It seems stable enough and comes with new fixes.

* Crashing planes no longer fall through the map if stunned.
* Beam Lasers and Lightning Guns are no longer blocked by stunned shields.
* Lightning Guns can no longer shoot into water.
* Fixed all the strange ‘Defender does not fire’ type behaviour.
* Fixed rare issue with nanoframes reaching 100% health but not completing.

== PlanetWars ==

* planet is only made neutral if owning faction loses all influence.
* structures that need a planetary target (guerilla jumpgate, string connector, planetbuster) cannot be retargeted during their power-up sequence. If you change target, sequence starts again.
* link connector is now active and can connect anywhere
* planet buster leaves the planet so damaged that it cannot be economically exploited again
* guerilla jumpgate is now active and projects 1.5 influence per turn
* technologies are now active, they unlock units and provide 1 influence bonus per battle per tech
* defensive structures – grid, interception network and bomber defneses – are destroyed after successful invasion

== Fixes ==
* Weapon targeting should be a lot more intelligent.
* No damage is dealt after an Outlaw dies. This is a workaround for allied units receiving damage from allied outlaws which die.
* Fixed ATI minimap bug.
* Reduced occurrence of bomber and gunship landing bugs.
* Jumpjets no longer act as an impulse capacitor.
* Fixed units sometimes not flashing blue when emped and the UI is disabled. * Fixed UI keys bug.

EvolutionRTS: Evolution RTS v4.1 has been released!

New beamlaser effect for the Amphibious Artillery tank

This version has been in the works for many months now. It involves some pretty significant game changes. First off, big thanks to Google_Frog and Godde for ideas, and especially to Godde who has been helping me test this over and over and over.

The most significant changes are as follows:

Armor system completely revamped
It is now broken up into 3 categories. Light, Armored and Buildings. Every unit with a weapon is given certain damage boosts vs an armor type. Make sure to check the unit descriptions (mouse over them ingame — It will be a few days before I have the wiki updated) for their armortype and what group their bonus is vs.

As you can imagine, this simplifies the gameplay a LOT. Hopefully everyone has an easy time adjusting to this change.

Metal Makers embraced into the overall economy
That won’t make much sense to most of you, but basically what it means is that metal makers are now designed to actually be built under normal circumstances.

The actual changes are:
Cost: 20 Metal (same as metal extractors)
Energy Drain (While producing metal): 10 (so, 1 fusion will continually power a single metal maker)
Metal Produced: 1

So essentially -10 energy and +1 metal (the equivalent of 2 metal extractors).

There is also a helper widget included which will attempt to keep your energy reserves at ~50% (by toggling the Metal Maker on and off… can be overridden by manually turning the metal maker on and off).

Constant metal income reduced to 0.5
Previously you received 1 energy and 1 metal income regardless of anything.

Structures metal cost raised
To appropriate levels. Also, economy scales somewhat differently as a result.

Unit cost gap reduced
Meaning that before, there was roughly a 100 difference between the cost of units. That gap has been reduced to 20. Meaning that a light raider costs 20, and a fatso costs 40.

Various units forced into their roles
For example, turrets. The light turret is only good vs light units, the heavy turret is only good vs armored units, and both are terrible vs buildings.

Fatsos and Anvils are also similarly set within their roles of baserape.

Weapontype on amphibious raider (buggy), amphibious tank destroyer (razor) and amphibious artillery (splitter) changed to a continuous beam
And it looks frigging awesome too.

Riot tanks have been given an area of effect, pass-through emp weapon
In other words, giant frigging paralyzer of pwn. Takes a little bit to get used to how to use it the most effectively, but it’s a lot of fun.

Pass-through meaning that it will go through a group of units, striking each one on the way through. Best defense vs this is to spread out your unit groups. Unit’s clustered together will have a lot of trouble from riot tanks.

Turrets no longer require power to function (or be built)
This should be a pretty welcome change to most, as turrets were a pain to deal with a set up. Beware that turrets also cost more now, and are very specific to their purpose. Surrounding them with barricades will significantly increase their lifespan.

Power requirements dropped for most things
Factories still need power to build units, Nuke silos, lrpcs, etc still need power, but many of the more basic structures have been freed from this requirement.

Engine updated to version 91
FINALLY! The bugs in version 89 drove me insane, leading me to come to the following conclusion.

Evolution RTS on Desura will no longer necessarily follow engine releases. It will use the most stable build available. For those of you who don’t use Desura but do use ZKLobby, this will not significantly effect you. For those of you not using multi-engine enabled lobbies, I am sorry, but I will no longer be held a slave to a broken engine version.  This does not effect Desura users at all!

Well that covers most of it. I am sorry, but it may be several days before the wiki is updated. It is a lot of information to re-write. Sorry for any inconvenience.