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.