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Total Annihilation Redux (Culture)

By kpaul
Tue Jun 22nd, 2004 at 01:26:31 AM EST

Software

I was in the store the other day, looking for a new computer game in the less than ten dollar range. I stop in every once in a while to see which old favorites now had cheap jewel case versions. This month I got very lucky and found a copy of Total Annihilation for six dollars.

Sure, the game is now seven years old, but it is still a classic in the RTS (Real Time Strategy) genre. I've gotten burned out on Galactic Battleground and Age of Empires II lately, which are the same for the most part, except for different graphics. Total Annihilation was a leap forward in the RTS evolutionary chain.


You see, Cave Dog Software, who released Total Annihilation back in 1997, set-up the game so that they could later add new units, new AI and maps. Yes, other games have been hacked into 'new' games, but the makers of TA made it a lot easier. As a result, even now, seven years after it was released, there are still communities out there making changes to the game. (Kinda reminds me of Unlimited Adventures in that respect).

Unlike the 'new graphics' in Galactic Empires not changing the feel of the game much, the ability to add new units helps the longevity of the game. By changing just a few units, you suddenly have a totally different game and need a new strategy to win. Following are some of the mods for TA I have tested and some others that I'm looking forward to testing. Some of the mods also take care of some of the bugs in the game left after Cavedog stopped releasing patches.

The game itself is your typical RTS; gather resources, construct buildings, create units, destroy the other side. It has a lot of the features found in newer RTS games as well; build queues, way points, etc. The two teams in the game are Arm and Core.

Arm units are generally weaker but a lot faster. Also, it's usually easier to get an Arm economy up and cranking out units. Core takes a longer to get started because its units are bigger, stronger and slower. Even with the two sides being different, the game provides very good balance and gameplay.

Some Utilities / Files:

TA:Mutations is a custom mod switching utility for Total Annihilation. I haven't actually tested this myself yet, but I'm hoping it will make it easier to change from mod to mod without having to uninstall/reinstall or keep different versions of the game in different folders.

TA:Commander is a newer version of the same concept. The last time the webpage was updated, though, was in 2002.

TA: Conflict Crusher is a handy tool. The problem (at least for multiplayer games) with having so many possibilities for adding units is that conflicts arise between different versions. All the units are assigned numbers, of course, and if two different have the same id number in two games trying to play with each other, the game crashes. So, people came up with utilities like this one to resolve the conflicts.

Cavedog's official 3.1 patch is an essential file that is available in several locations around the web.

Absolute Annihilation 4.2:

Absolute Annihilation was the first mod I tried. The last news entry on the site was from the end of April this year, but that's still good taking into consideration how old the game is. The mod was put together by Caydr and his crew.

This mod (and most of the others) require you having the two official TA expeansion sets installed; Core Contingency and Battletactics. As old as the game is, you can't just go down to your local software store and pick them up. Sure, there's EBay, but who wants to wait a few weeks for it? Luckily, kind people have put emulated copies of all the needed files on the Internet.

The FAQ/Readme that came with the mod was a little helpful but not really. The author tried to stuff it with his own brand of humor which didn't really help much. My first attempt at installing it was successful, though. Although later, after having uninstalled it, I tried to reinstall and it kept crashing the game. So, be careful. Unfortunately, TA AA is not compatible with either TA: Mutations or TA: Commander utilities.

UTASP: Ultimate Total Annihilation Super Pack

The UTASP mod doesn't have as many new units as Absolute Annihilation, the units which it does have are balanced and fun to play with. It also comes with good bug fixes, and beautifully redone graphics for most (if not all) of the units. From tiny scouting units to behemoth mechs, there are a lot of new units that change the gameplay a lot. The mod creators recently released their own custom AI called Banzai AI v3.0.

The install on this mod was a lot easier than Absolute Annihilation, imho. I had to use the Core Contingency data files, but it was basically just a matter of dropping some files into the TA game folder.

Note: I haven't tried the below mods yet, but I thought I would include them.

TAUCP:Total Annihilation Units Compilation Pack

TAUCP is yet another TA mega mod, this one comes with a lot of new units, mostly ground based. It was put together by CyberCewl. Unlike some of the other mods and the original game, the Arm and Core sides are generally similar, with comparable units available to each side.

Genetically Modified Total Annihilation v3

This mod adds around 240 new units to the game. There is a forum for the mod, that seems to still get ok traffic considering the game is seven years old. Glancing around the forum, it appears they're still releasing new units for the game.

Also on their website is a very extensive set of pages, detailing all the units, with pictures of the units.

UberHack:

From what I've been able to gather on the web, UberHack is the mother of all TA mods. It became so popular over time that many subsequent mods had two versions, one for a regular install of TA, and another for an UberHack version of the game.

This mod also changes some of the rules of the game. For example, unlike the original, anti-air units can only target air units. As you can imagine, this changes the early stages of the game dramatically.

Another neat thing it changes are the menu buttons on the build menus. In the original game, when you create a troop producing building, you can position it. With UberHack, you can construct the building so that the troops come out in whatever direction you want.

Total Conversions:

As with other games, TA fans have used the game engine to create entirely new games. For example, there is a Command and Conquer conversion, a Star Wars conversion, and a Dune conversion to name a few.

Not only do you get new units, you get a whole new feeling to the game.

Custom Races:

In the original game you have a choice of one of two sides in the conflict, Arm or Core. Several people, though, have figured out ways to add new civilizations to the game or change the existing ones.

Invasion 2213 changes the races to the Kaje and Xenoclones. While there's not much of a story behind the two new races, it may be interesting to play TA with the two sides constructed a little differently.

(Note: The author of the site recently said he might take the site down as he was finally tiring of 1997 graphics and thought TA fandom was dead. ;)

A race that's available in addition to Arm and Core is The Lost Legacy. This race addition has a story behind it for those who are into those kind of things.

Conclusion:

Yes, it's an old game, but it's a classic that is still fun to fire up every now and again. With a player base that is still somewhat active after seven years it's easy to install a mod and play a somewhat different game.

I couldn't find any abandonware versions of the game on the web, but I'm sure they're out there if you look. Or, you could check the sale rack at one of the big chain stores or try your luck at EBay.

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Poll
favorite game genre?
o RTS - (Age of Empires, Total Annihilation, etc.) 22%
o Flight Sims - (Century of Flight, etc.) 2%
o RPG - (Baldur's Gate, Might and Magic, Ultima, etc.) 25%
o MMORPG - (EverCrack, Star Wars Galaxies, etc.) 2%
o turn based strategy, war - (Panzer General, etc.) 14%
o turn based strategy, other - (Chess, Othello, etc.) 2%
o FPS - (Duke Nukem, etc.) 15%
o Platformer (Mario Bros., etc.) 4%
o puzzle games - (Tetris, etc.) 2%
o sports games - (Football, Soccer, Racing, etc.) 0%
o card games - (Poker, Blackjack, etc.) 1%
o other (see below) 4%

Votes: 121
Results | Other Polls

Related Links
o Google
o Total Annihilation
o Real Time Strategy
o Cave Dog Software
o Unlimited Adventures
o TA:Mutations
o TA:Commander
o TA: Conflict Crusher
o Cavedog's official 3.1 patch
o Absolute Annihilation
o UTASP
o TAUCP
o CyberCewl
o forum
o releasing new units
o detailing all the units
o UberHack
o Command and Conquer conversion
o Star Wars conversion
o Dune
o Invasion 2213
o The Lost Legacy
o story
o abandonware
o More on Software
o Also by kpaul


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Total Annihilation Redux | 77 comments (62 topical, 15 editorial, 0 hidden)
TA - it's still the daddy, after all these years (none / 1) (#75)
by Lurkah on Mon Jun 28th, 2004 at 06:54:15 AM EST
(mat@plothatchingdottycom) http://www.electricdeath.com

I've played TA probably the entire 7 years old that it is now. One of the reasons is because of the expandability and that sense of utter carnage which can be experienced in TA. I also think that the idea of an RTS game without limited resources, that ramps up to a climatic conclusion, is the best idea for the RTS genre and works extremely well.

The 'modern' state of TA is a lot further along than the original game though. For a start, you'll be wanting one of the insane unit packs such as UTASPM. Unlike many of the other super-unit packs, this one is quite balanced. You've got everything from your level 1 kbots up to the absolutely insane Karganath which regularly racks up kills in the multiple-hundreds.

The numbers are the thing too. You need to get hold of the Core Contingency mission pack and slap in the three CC files from that. Then edit the totala.ini file and up the unit limit to 500. Something which just couldn't be conceived of when the game launched.

Vitally, that unit pack (as with some others), includes substantially better AI weightings than the original game and also fixes a very large number of bugs in the original game too.

The game still runs well today and on any resolution you like but the multiplayer stuff is a bit of a pain, needing to forward a bunch of ports through your firewall. You'll find that sort of thing on Google if the inclination takes you.

It still, to this day, has many lessons to teach developers of modern RTS games. Even when I'm playing Ground Control 2 and going 'ooo' at the lovely graphics, I'm thinking - now if it had /that/ from Total Annihilation.

Oh, are you aware that some Korean game developer has been working on a sequel for a good while now? The Koreans are mad for TA.

MAN = LAN (none / 0) (#74)
by UCF BullitNutz on Fri Jun 25th, 2004 at 05:23:21 PM EST
(bullitnutz<blargblahblahblah>AT<wawawawaw)

yes, we play TA on the MAN. foo.
----------
" It ain't a successful troll until the admin shuts off new user registration for half a year." - godix
Works for me and all my friends (none / 0) (#73)
by UCF BullitNutz on Fri Jun 25th, 2004 at 05:22:37 PM EST
(bullitnutz<blargblahblahblah>AT<wawawawaw)

We play it frequently on the MAN here at UCF. It never gets old, even if all you do is take your comm and D Gun everything in the enemy's base and let the explosion rip up the rest of it should they succeed in killing your comm.
----------
" It ain't a successful troll until the admin shuts off new user registration for half a year." - godix
TA is still my fave (none / 0) (#71)
by limivore on Fri Jun 25th, 2004 at 01:37:16 AM EST

Ehhh, it's probably because I don't play games much. Me and a bunch of friends used to play it a shitload. Our lan parties got HEATED. A future version is on my development queue definitely. Needs real 3d terrain, terrain alteration, better ai, teleportation devices, improved interface and a bunch of stuff I can't recall. We're very scientific about it. TA impressed the hell out of me.

Sorry, TA was just lame (none / 0) (#70)
by mjfgates on Fri Jun 25th, 2004 at 12:29:47 AM EST

The AI was just too stupid, and too many of the units were too sub-optimal. They're supposed to be rock-paper-scissors loops, not Zoidberg-Fry-Leela chains.

F T S D (none / 0) (#65)
by UnConeD on Wed Jun 23rd, 2004 at 01:08:27 PM EST

Fallout, Thief, System Shock, Deus Ex.

And a dash of Master of Orion 2 as well. If only MOO3 didn't suck so hard.

System Shock is the best game ever! nt (none / 1) (#62)
by iasius on Tue Jun 22nd, 2004 at 06:22:48 PM EST




the internet troll is the pinnacle of human evolution - circletimessquare
Total Annihilation, How Do I Love Thee? (none / 1) (#61)
by EXTomar on Tue Jun 22nd, 2004 at 05:39:29 PM EST

I've told anyone who asks about this game that TA was truly a game ahead of its time and I think it suffered from it. It was too advanced and brought the bleeding edge machines of the day to its knees. These days it shows its age but man there are still some stellar things about it (the fact it has true terrain handling even though the terrain may not be rendered as such). It was so bold and different even in face of the most advanced RTS at the time Warcraft 2 (Starcraft came out around the same time as well). It kicked ass in almost every way imaginable yet it hasn't exactly faded in obscurity.

So how do I love thee? Let me count the ways:

  • Advanced controls: And I mean advanced. The best you could hope for in Starcraft was quick group selecting. In TA you can select all units on the screen, all fliers, all walkers, all vehicles, and a bunch of combinations thereof. Just the fact you can center over a target, selected all units on that screen, and order them all to FIRE on that target is extrodinarily complex compared to what Starcraft could do. A unit was also semi-aware of what it was built to do. A builder unit told to "patrol" would scavenge resources and repair damaged buildings and units instead of trying to fight.
  • Advanced Production Controls: The best you can hope for in Starcraft was rally points. In TA you can tell your units to come out of the factor and start patroling or walk a certain path or find another target. You can queue up far more units than you have resources banking on future production. Both of these meant you could macro-manage your army leaving you to concentrate on fighting instead of doing the constant click fest that plagues games today. The only problem I found with the production model is that you couldn't just do "produce this unit forever".
  • An unlimited production model: You'll never run out of resources. You can continually harvest energy and metal. But if you need to kick it up a notch, you can reclaim stuff on the map (destroyed vehicles, trees, etc.) turn off energy draining devices (defensive batteries can suck a lot of energy...if you aren't being attacked turning them off is a big savings) and other things to shift your production.
  • The graphics: Although dated now, the graphics were very advanced for their day. Models had weight and motion. A aircraft shot out of the sky would scatter debris in the direction it was flying. Forests would catch on fire if a fire fight broke out near one (causing damage to buildings and units there). Vehicles moved appropriately: walkers moved differently than hovercraft moved differently than boats moved differently than tracked vehicles. A battle field really looked like a wasteland once the battle moved on. It all looked very impressive as the fight developed.
  • The music: If you played it you know what I'm talking about. Enough said.

The game wasn't perfect. There were bugs and exploits like the infamous "commander hijack" and "poisoning by metal makers" but still playing the game multiplayer was interesting. Too bad it was in the days before the prevalance of solid UDP serving like battle.net.

I don't play Starcraft or Warcraft 1/2 any more. But I have the disk for TA: Core Contengency sitting in the rack by the desk. Every once in awhile I pull it out to play the Krogoth senario. Oh the beautiful battlefield carnage.



*First* RTS game? (none / 1) (#56)
by revscat on Tue Jun 22nd, 2004 at 09:55:43 AM EST
(revscat@ughnolikey.spam.swbell.net) http://www.uudpr.org/

I think the first RTS game was Utopia for the Intellivision, but there has been some debate about this. However, this is the earliest RTS I can find.

It was a fun game, and impressive for its day. I don't think the infamous Atari 2600 ever had anything comparable to it.

- Rev.
Zealotry and cynicism are the twin enemies of liberty and justice.

Ahh yes (none / 0) (#54)
by 0xA on Tue Jun 22nd, 2004 at 06:12:48 AM EST

I actually pulled this game out a while ago and started playing. Best RTS I have ever played. I found that I got back my old skill level fairly quickly though and that's where I got bored. The AI in this game is so focused on rushing you that it becomes really easy to beat. You just have to put up a defence that can hold the rushes and then use artillery or air units to pick off it's resource units. The AI never tries anything but a steady stream of mixed units, once you can contain that you've got it won. I wish I could pry some buddies away from other stuff to give this a try. Have any of the mod improved the AI at all?

A bit off topic (none / 0) (#51)
by Armada on Tue Jun 22nd, 2004 at 01:15:17 AM EST

I don't want to steer off course, but I figure this is a good place to ask TA and Starcraft fans what they really think of Warcraft 3.

When it first came out, I thought it looked good but the gameplay got boring really quickly. I thought the hero system was pretty cool, but the game just lacked the appeal that the first two Warcrafts and StarCraft and its expansion had.

Then I started to think maybe I was being a bit too harsh. I mean, most of my arguments were about 5 races being overkill was unfounded. After all, this is Blizzard, who made 3 races work out with Starcraft. And the Diablo games were both solid and didn't stray from their genre.

Now, however, I've had a good extensive look at it, and I'm quite certain the game really is crap. Upkeep is probably the dumbest thing I've ever seen. The Hero system that I thought had an interesting aspect is too centric to the game.

I like to think of myself as a middle-school RTS gamer. I'm not a beginner, but I'm the kind of person that has played plenty and can spot duds quickly. I still like the idea of overwhelming force. The guy that gets resources pumping the quickest and is on his toes with the assaults should win.

I guess I've gotten burnt out on gaming so badly that the only RTS that I'll even consider is one with FPS fighting like Natural Selection. I know it's a sort of cross-breed, but IMHO, this is the future of the RTS genre. Games should be more like NS, with enough of a learning curve to weed out fanboys.

What do the rest of you think? Do you think Warcraft III revives the RTS genre or proves that point-and-click gaming isn't enough to keep true gamers enthralled?

real t-1me strategy (1.09 / 11) (#43)
by Hide Teh Hamster on Mon Jun 21st, 2004 at 09:18:01 PM EST
(ROR.creative_hack@hotmail.com.ROR) http://www.geocities.com/horst_franken/




This revitalised kuro5hin thing, it reminds me very much of the new German Weimar Republic. Please don't let the dark cloud of National Socialism descend upon it again.
re: the poll... (none / 0) (#40)
by kpaul on Mon Jun 21st, 2004 at 08:09:01 PM EST
http://www.mallasch.com/

i now wish i'd spent more time on phrasing it as it's gotten (i think) the most votes ever for any of my polls.

interesting to see RPG with a lead. i woulda thought Civ type games...


[this space for rent]

TA kicks ass. (none / 1) (#31)
by bhearsum on Mon Jun 21st, 2004 at 02:55:11 PM EST

This is my favorite RTS game ever. You don't get burned by tiny unit limits, or only being able to select 12 units a time. That's a big part. Also, on most common skirmish maps resources are not a problem. I'm sick of these games where the big strategy is find a way to get resources, *grumble*. Anyways, great game :D.

hopefully (none / 0) (#30)
by Run4YourLives on Mon Jun 21st, 2004 at 12:01:49 PM EST
('run4yourlives'@'gmail'.'com') http://run4yourlives.com

the game is somewhat better looking than the website.

It's slightly Japanese, but without all of that fanatical devotion to the workplace. - CheeseburgerBrown
We've got Freeciv, why no FreeTA? (2.75 / 4) (#25)
by waxmop on Mon Jun 21st, 2004 at 08:58:34 AM EST
http://overlook.homelinux.net

Civilization and Total Annihilation are the only games that have really held my interest over the long run. I was really happy when I found the freeciv project, but I haven't found an open-source RTS game of any kind.

Are these games just much more difficult to write?
--
The threat of losing all of your shiny possessions is what keeps us slaves to the machine. --deagol

-1, kpaul (1.00 / 14) (#21)
by Green Cup on Mon Jun 21st, 2004 at 06:40:39 AM EST



Heretic (1.40 / 5) (#20)
by SanSeveroPrince on Mon Jun 21st, 2004 at 05:48:43 AM EST
(egon@fuckspammers.zenofhate.com) http://www.zenofhate.com

Starcraft.

----

Life is a tragedy to those who feel, and a comedy to those who think


thanks for reminding me (none / 1) (#19)
by Fuzzwah on Mon Jun 21st, 2004 at 02:10:43 AM EST
(fuzzy phat fuzzyslogic spot com) http://www.fuzzyslogic.com

The simple fact that in the poll your example game for the FPS genre was Duke god damn Nukem reminded me how passionate I am about the FPS market. Surely you could have selected Doom or Quake, you know... like a good example of the genre!

--
The best a human can do is to pick a delusion that helps him get through the day. - God's Debris

re:poll (none / 3) (#16)
by eudas on Mon Jun 21st, 2004 at 12:46:16 AM EST
http://www.kdi.com/~eudas

My favorite games that I've played so far have been Thief, System Shock 2, and Deus Ex, the first being a first-person-sneaker and the latter two being fps/rpg hybrids.

eudas
"We're placing this wood in your ass for the good of the world" -- mrgoat

But the most important question of all: (2.25 / 4) (#13)
by esrever on Sun Jun 20th, 2004 at 11:53:51 PM EST
(esrever_otua AT $Homepage) http://pythonhacker.is-a-geek.net

does it run under wine?

Audit NTFS permissions on Windows
DAMNIT!!!!! (1.00 / 14) (#9)
by undermyne on Sun Jun 20th, 2004 at 11:36:28 PM EST
(undermyne at gmail dot com)

I actually read this story, decided that it was okay, +1 section.

Then I saw who wrote it! ARGGGGGGGGGGGGG!!!!!!!!!!!!!!

-1 in spirit.


"Coffee makes me go poop." thekubrix
Custom unit AI (none / 2) (#4)
by Urthpaw on Sun Jun 20th, 2004 at 05:16:32 PM EST

I read a comment on Slashdot that implied that it was possible to write customized AI scripts for units.  The example cited involved scout-ships that had special instructions to zig-zag to avoid missiles.  Is this possible?

Anyword on XP compatibility? (none / 1) (#1)
by CtrlBR on Sun Jun 20th, 2004 at 04:30:35 PM EST

Last time I checked under Windows XP there was some issues with Direct X and the game was limited to 640x480, which sucks. I keep a Windows ME handy just for this game...
If no-one thinks you're a freedom fighter than you're probably not a terrorist.
-- Gully Foyle

Total Annihilation Redux | 77 comments (62 topical, 15 editorial, 0 hidden)
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