TOTAL ANNIHILATION: ESCALATION! Establishing the gold standard for classic TA modding and pioneering an array of new in-game concepts (all while also pushing the envelope on the venerable TA engine), the TA Escalation (TA:ESC) team and our supporting partners and players are proud to bring you the ultimate expansion and enhancement for Total Annihilation! - Enjoy over 250 all new and original production quality units - just as if the Cavedog team carried on supporting TA to this very day! - Brace yourselves against the impact of immense screen shattering explosions and updated visual and sound effects! - Play against peers online with game balance vetted by pro players and tens of thousands of games! - Challenge an AI designed to foil you early and late and to prepare you to... - Dominate your enemies with a complete and fully operational tier of 'Ultra' Level 3 units, along with even more powerful Experimental class units! - Utilize new game concepts, features and technologies, including automated transports, unit upgrades, adjacency bonuses, charging fields, shields, intel disruption, and unit even teleportation! - Leverage multiple community driven UI and engine improvements to further enhance your TA gaming experience including mega-map, on screen draw-lines and markers, game recording and playback, hot-keys and macros, new side colors, and fully updated Windows 10/11 support! To find out more about Total Annihilation Escalation, visit our web site at http://taesc.tauniverse.com/ OR Discord at https://discord.gg/6RdeQWG4 READ ME CONTENTS: 1. The Aftermath of War 2. System Requirements 3. Installation & Troubleshooting 4. Game Components 5. Main Battle Screen Interface 6. Unit Orders 7. Using the Mouse 8. Building Units and Structures 9. Keyboard Commands 10. ESC Introduction 11. New ESC Features 12. Unit Changes 13. New Units 14. Credits ------------------------ 1. The Aftermath of War ------------------------ TA:Escalation After thousands of years of endless conflict, the final destruction of the Adversary was long last at hand. With the Enemy all but vanquished and the thunder of war abated, a New Order has risen from the ashes of the old to begin the task of rebuilding the Galaxy. And in the very midst of rebirth, as the light of galactic civilization begins to shine exceedingly brilliant once more, in places long forgotten ever darkening shadows shroud the seeds of perpetual resistance in opposition eternal... This is the next chapter in the ongoing saga between the Arm and the Core and their unyielding resolve to annihilate the other once and for all. This is Total Annihilation. This is Total Annihilation Escalated! TA: Escalation - Escalated! In the corridors of vast and secret complexes lie still more hidden facilities harboring the most brilliant minds in the Galaxy... Charged with the impossible task of pushing beyond the very bounds of experimental knowledge, stalwart engineers and intrepid scientist pour their very essence into the research of unthinkable programs to create weapons of unheralded and ultimate devastation... The Arm and Core have now pursued their hatred for the other to its final and uttermost conclusion - the production of machines and weapons of such power and mass destruction that they may not only end the war forever, but perhaps even the very survival of both sides. This is TA:Escalation Escalated! ----------------------- 2. System Requirements ----------------------- Minimum Requirements: GAME: You must have a licensed copy of Total Annihilation and TA: Core Contingency (included with GoG and Steam editions of TA) to properly run TA:ESC* CPU: Intel 3rd Gen i5 or higher OR AMD Ryzen 1500 series or higher (TA and especially ESC are optimized to fastest single CPU thread available) RAM: 4GB OS: Windows 7, 8, or 10/11 Storage: 4GB available storage Display: 1024 x 768 or higher Input: Microsoft (or 100% compatible) mouse with center scroll wheel/button. Software: Native Direct X support (Windows XP, Vista, 7) or a wrapper (i.e. pdraw.dll) (Windows 10) must be installed (see below). Recommended for Optimal Version: CPU: Intel 6th Gen i5 or higher OR AMD Ryzen 3000 5 series or higher RAM: 8+ GB Display: 1920 x 1080 Media: MP3 Playback (included with Windows) Optional A sound card is recommended for maximum enjoyment of Total Annihilation, but is not required. If a sound card is used it must be Direct X compatible 3D Surround Sound System. NOTE: TA does not require a dedicated GPU card to run or perform optimally. An Intel or Ryzen embedded CPU/GPU will run fine up to 4K * Battle Tactics is fully optional and is not required to play TA:ESC ---------------------------------- 3. Installation & Troubleshooting ---------------------------------- NOTE: Thess guidelines are intended for manual installs only. If you are uncertain about how to install ESC into your TA folder, we highly recommend that you use our automated installer package instead. You can obtain the latest installer at our Web Site or Discord at the following links: Website - http://taesc.tauniverse.com/?p=downloads Discord - https://discord.gg/W2ErD5H In order to install and play TA:ESC (aka 'ESC') properly, you should already have an original copy of TA (aka 'OTA') already installed along with the Core Contingency expansion pack. TA is widely available for a very low cost (sometimes free) at GOG.com (highly recommended) or on Steam. TA installed via the original CDs is also supported (3.1 Patch is not required). Additionally, the TA 3.9.02 Community patch available at tauniverse.com is optional if you want to play OTA and is not required or needed for ESC, however (3.9.0.2 enhancements are already part of ESC). If you already have ESC or you are beginning a new install of ESC, start with STEP_2 and simply unzip/copy the contents therein into wherever ESC is currently installed (or into your default main TA folder if this is a fresh install). Before unzipping/copying ESC, however, you may also want to rename your current 'OTA' totala.exe file to totala_OTA.exe for backup purposes (in case you want to switch back to or play OTA later). IMPORTANT! Be sure to remove (or rename) both dplayx.dll and ddraw.dll files if present in your TA folder. ESC uses custom versions of these files (eplayx.dll and edraw.dll) which are installed with STEP_2. Next, if you are using Windows 8 or 10/11 (without DxWND) proceed to STEP_3. These files will ensure that your ESC install is running at the fastest speed possible for Windows 8/ 10/11. IMPORTANT! Do not use STEP_3 with Windows 7 as these files are not required and my slow your game's performance. If you have any questions or need help, you can find us at the following sites: TA Universe Forums - https://www.tauniverse.com/forum/forumdisplay.php?f=144 Discord - https://discord.gg/W2ErD5H SETUP SUPPORT: A few items for Windows troubleshooting - check the following files in your TA folder... Regardless of your windows version below, first be sure to REMOVE ddraw.dll wherever ESC is installed (this file cause ESC not to load with a black screen). WINDOWS 7 (Native) - TOTALA.exe - set Compatibility Mode to Windows 7 (you can try XP SP3 or turn off is having issues, but graphical glitches when viewing maps may result), leave all other settings unchecked - TAESC.ini - set UseVideoMemory = FALSE (setting to true will cause marker and text issues after ALT+TAB) - DO NOT use pdraw.dll or aqrit.cfg with Windows 7 WINDOWS 8/8.1 (Native) - TOTALA.exe - Disable Compatibility Mode (this fixes Gameranger black screen issues), leave all Compatibility settings unchecked. If issues occur, check High DPI Scaling (check 'Override high DPI scaling behavior' performed by 'Application') and/or run Totala.exe as Administrator. - TAESC.ini - set UseVideoMemory = TRUE (setting to false will result in black screen upon game start) - aqrit.cfg (requires pdraw.dll also) - set NoVideoMemory = 1 (2 will improve overall FPS but may cause flickering with +dither setting) - Use pdraw.dll and aqrit.cfg with Windows 8 native only (do not use with DxWND) WINDOWS 10/11 (Native) - TOTALA.exe - Disable Compatibility Mode (this fixes Gameranger black screen issues), leave all Compatibility settings unchecked. If issues occur, check High DPI Scaling (check 'Override high DPI scaling behavior' performed by 'Application') and/or run Totala.exe as Administrator. - TAESC.ini - set UseVideoMemory = TRUE (setting to false will result in black screen upon game start) - aqrit.cfg (requires pdraw.dll also) - set NoVideoMemory = 1 (2 will improve overall FPS but may cause flickering with +dither setting) - Use pdraw.dll and aqrit.cfg with Windows 10 native only (do not use with DxWND) Additional Notes: - Remove or rename ddraw.dll and dplayx.dll if you are not using DxWND - Set in game resoluton to 1024x768 or higher (ESC does not support vertical resolutions less than 768 pixels) - vSYNC - if 'Off', set while in lobby or game (CTRL+F2) to 'On' (note: you will need restart TA from windows for setting to take effect) - You can also set your desktop view settings to 100% and your desktop screen resolution to match your desired resolution in TA (even if for just playing the game) if still having scaling or zooming issues as a last resort. Error: Environment Initialization Failed! Check your DirectX setup - If you get this message when launching the game do the following: - Rename, move, or remove ddraw.dll and dplayx.dll from your TA folder. These are legacy files that disrupt ESC's updated direct draw and direct play functions found in edraw and eplayx. - Make sure your TA is NOT installed under Program Files (x86) or Program Files Demo Recorder If you want to watch replays of multiplayer ESC games, you will need to install the ESC Demo Recorder. It is recommended that you do this by running the latest ESC auto installer (see links above). As per the minimum requirements specifications above, it is recommended that you have at least 4GB RAM. Below is what TA will report back in the Multiplayer Battle room. Actual RAM No Compat Win7* Compat NOTES ---------- --------- ------------ ----- 1024 1023 1023 TA will load and will use local storage to cache RAM 2048 2047 1024 TA will load but may use local storage to cache RAM 3072 64512 1024 Despite 4GB support, TA cannot register more than 2GB RAM in game and will yield odd results at 4GB and below 4096 0 1024 0 is a by product of 4GB patched exe 8192+ 1 1024 All values 8GB and higher show same results *Same for XP SP3 compatibility Required File Structure: 1. OTA Required (only for ESC to work ) ccdata.ccx online.dll smackw32.dll totala1.ufo totala2.ufo 2. OTA Recommended (only for ESC to work ) spank.dll 3. ESC Required: In your main TA folder (wherever totala.exe is installed) you should have the following files and folders added TXESC.ufo - ESC Main Files (ESC SFX, and non-modified data) TAESC.gp3 - ESC 'Basic' (Updated OTA units and files) emusi.dll edraw.dll eplayx.dll taesc.dll taesc.ini totala.exe viewer.exe ../Icon (all content) ESC Recommended: T2ESC.ufo - 'ESC Tactics' (new T1 and T2 units - requires ESC Basic) T3ESC.ufo - 'ESC Strategic' (T3 units - requires ESC Basic, ESC Tactics optional) ESC Optional: T4ESC1&2.ufo - ESC 'Ultimate' (T4 units - requires ESC Basic & Strategic, ESC Tactics optional) ../Music (all contents) - you may place your MP3 files here for playback in game here. Files must be named as a number format only from 02 to 17 (i.e. 01.mp3, 02.mp3, etc.) ../TADemo (all contents) ^^^T5ESC.ufo - ESC 'Utility' (T1-3 units - requires Basic, Tactics, and Strategic packages above - currently pending development) ------------------- 4. Game Components ------------------- If you are new to TA in general, it is recommended you start with this section. If you are already familiar with TA and want to learn more about ESC itself, skip ahead to section 10. Total Annihilation features two fundamental game components: Units and Resources. Units can be Mobile Units (tanks, ships, planes, etc.), or Structures (factories, metal extraction plants, etc.). The most important unit is the Commander. Additional units are described in greater detail below. Resources, which consist of metal and energy, are the fundamental building blocks of the other game components. By collecting or reclaiming these basic resources, you will be able to create everything else you need to annihilate your opponent. UNITS Commander (Comm) You are the Commander of the ARM or the CORE. You possess a matter/anti-matter backpack which produces and stores metal and energy. You have one of the most powerful weapons on the battlefield, the Disintegrator Gun. You also have the ability to construct an entire complex of war (units and structures) with your nano-lathe. Lastly you can gain energy by reclaiming bio-mass (trees and other plants) or gain metal by reclaiming the metal found in rocks, buildings, and destroyed wrecks. Mobile Units (Units) You have access to a full complement of land, sea, and air units, including scouts, transports, construction and combat units. The game begins with just the Commander and his matter/anti-matter backpack. It’s up to you to build the necessary units and structures (see below) to mobilize your forces. See How To Play, below, for more information on building structures and units. Constructors (Cons) Like the Commander, both the ARM and CORE have access to special, unarmed mobile builder units which construct an array structures Structures (Buildings) Structures provide a variety of functions, such as storing energy and metal, constructing mobile units, and acting as offensive and defensive weapons. Structures that build mobile units are known as factories or labs. See How To Play, below, for more information on building structures and units. Factories (Labs) Factories are special structures that only build mobile units of all types RESOURCES The two fundamental resources available to you are Metal and Energy. Every unit or structure that you build will require a certain amount of each. Metal Metal is the substance from which all units are created. Metal can be extracted from the ground with a Metal Extractor or reclaimed from the wreckage of destroyed units. Metal deposits look like a rough section of shiny rocks. You can also convert Metal from available Energy reserves though this the least effective method of Metal production. Energy Energy powers all activity. Energy can be collected using Wind Generators, Solar Collectors, and several other structures. On some planets organic matter can be converted to Energy using one of the many Construction units. BuildTime While not a true resource, the time needed to build a given mobile unit or structure is one of the most important factors in the game. Using your Comm or Cons to assist building of other units and structures can greatly improve the speed at which these efforts are completed - albeit at a proportionally higher drain of Metal and Energy -------------------------------- 5. Main Battle Screen Interface -------------------------------- Battle Map The Battle Map is a top-down 3D perspective of the battlefield’s terrain. The mapped (gray) areas are places your units have explored. Your battle map will retain knowledge of terrain but not of enemy activity in that area. The black areas of the screen show unexplored territory (if unmapped option is selected before game start). Orders and Build Buttons Order Buttons displays commands available to the unit currently selected. These commands vary depending on the unit’s capabilities. Build Buttons displays units and structures that the currently selected unit can build. When a unit does not have this ability, the option is not available. Mini-Map Displays the entire battlefield in the top left corner, showing both terrain and radar information. Units can be given orders with the Mini-Map. Unit Color (Added color options in ESC!) Your color is displayed in the upper left corner. Selected Unit(s) Selected units are outlined in green. Unit Status Bar The unit status bar is displayed in the lower left portion of the screen when a unit is selected. The left bar displays the selected unit’s health status. The right bar indicates the health status of the unit associated with the selected unit. The notation in the center describes their association. Sending Messages Press Enter to bring up the Message box. Messages typed here will appear on all the other players’ screens accompanied by the name of its sender. This is only available in multi-player games. Metal and Energy Resources Displays resource information. Shows storage capacity, current production and usage. --------------- 6. Unit Orders --------------- Select a unit by clicking on it with the left mouse button (see Using the Mouse, below, for information on the two mouse options). When a unit is selected, menus appear on the left side of the screen. The menus display both the orders each unit can be given and its build capabilities. You may give a unit several orders at once. Hold down the "Shift" key while giving multiple mouse commands and the unit will undertake them in order. Units can have standing orders, specialty orders, or immediate orders. The three types of orders are described as follows: STANDING ORDERS Standing orders control the unit’s aggressiveness and mobility. These orders will determine your unit’s basic behavior when interacting with enemy units. This behavior is based on the combination of the aggressiveness and mobility settings. Standing orders are accessed via the top two buttons in the Unit Orders menu. Aggressiveness: FIRE AT WILL - The unit will attack any unit in range. Most aggressive setting. RETURN FIRE - Unit will not fire at an enemy unit until it has been fired upon. HOLD FIRE - Unit will not fire until ordered to do so. Least aggressive setting Mobility: ROAM - Unit has free range of movement when interacting with enemy units. MANEUVER - Unit can move within a short range of its starting position to carry out its standing orders. HOLD POSITION - Unit will not move from current position. SPECIALTY ORDERS Specialty Orders apply to specific units, and are accessed via the middle set of buttons. Many Specialty Orders as well as the selected mouse interface will affect cursor behavior. The cursor always reflects the left-click function. See Using the Mouse, below, for more information. When using the Left-Click interface, the cursors shown below appear automatically to indicate the effect that a left-click would have in that particular spot. The cursors change as you move the mouse pointer around the battlefield. Not all unit orders have corresponding cursors. Activate / Deactivate The unit can be turned on and off. Cloaking The unit has the ability to cloak, rendering it invisible to enemy units. Cloaking uses energy. IMMEDIATE ORDERS Stop Cancels an immediate or specialty order. All orders that have been queued up with the ‘shift’ key are also canceled. Load / Unload The unit has manual transport capabilities. Reclaim The unit can reclaim metal and energy from terrain, wreckage and other units. Repair The unit can be used to repair a damaged unit. Capture The unit can be ordered to capture an enemy unit. The larger and more armored the enemy unit is, the longer it will take to capture. Move The unit can be ordered to move to a new position. Guard The unit can be ordered to guard another unit. Patrol The unit can be ordered to patrol an area of the map. If a mobile construction unit is told to patrol an area, it will repair all friendly units it meets on its patrol. Attack The unit can be ordered to attack another unit. D-Gun/Special The unit has the Disintegrator Gun or option to fire a 3rd/special weapon. Bomb When bombers are ordered to attack, they show this cursor. ------------------- 7. Using the Mouse ------------------- Total Annihilation supports two mouse interface options: Left-Click interface (the default), and Right-Click interface. Both options use the left mouse button to select a unit, and to click on the Build and Orders menus. You can also left-click and drag to select multiple units. You can change the mouse interface in the Interface section of the Options menu. With both the Left-Click and the Right-Click interface, the cursor continually updates to indicate the action that would result by left-clicking on that spot on the screen. However, because only the Left-Click interface allows you to activate an order by left-clicking on the battlefield, it alone shows the cursor changing to indicate the pending action. Left-Click Interface The Left-Click interface uses the left mouse button for selecting a unit as well as activating an order. To select a unit, place the cursor over it and click the left mouse button. A selected unit displays a green outline. Once the unit is selected, you can use the left mouse button to activate an order. For example, you can move a selected unit to an open field by left-clicking on the field. Or you can order a selected unit to attack an enemy unit by left-clicking the enemy unit. As you move the cursor around the screen, it will change shape to indicate the action that left-clicking would carry out at that location. You can deselect a unit by right-clicking. You can also right-click inside the mini-map view and move the mouse while holding the right button down to scroll the mini-map. You can right-click outside the mini-map view to center the mini-map view over that point. Right-Click Interface As with the Left-Click interface (see above), you select a unit by left-clicking it. Once a unit is selected, use the right mouse button to activate the default order. For example, you can right-click on an open field to move the selected unit there. You can also give a unit orders by left-clicking one of the command buttons on the left side of the screen. See Unit Orders, above, for more information. Use the left mouse button to deselect and to move the mini-map view. Because the cursor only changes to show what the left mouse click will do (as in the Left-Click interface), the cursor does not update to show what the right mouse click will do. --------------------------------- 8. Building Units and Structures --------------------------------- Construction units and factories can build other units. Select a mobile construction unit or factory, and press the build button just under the mini-map to display the Build menu. Up to six buttons will be displayed, each with a picture showing the unit that can be built. If you move your cursor over these buttons, information about the cost of the unit will appear on the Unit Status Bar at the bottom of the screen. To build a unit, simply click on the corresponding button. You can build multiple units by clicking the button once for each unit to be built. For example, to build five units, click the button five times. Below the six buttons are two arrows. Clicking on these arrows will move through the selected units other build menus. To Build a Structure Use the Commander or a mobile construction unit to build structures. Click on the picture of the structure you wish to build and place the green outline in the desired location. If the square turns red, the structure cannot be built in that location. To Build a Mobile Unit Mobile units are built using factories. Left-click on the unit icon in the factory’s Build menu to start production. Multiple clicks will queue up the build orders. Right-click to cancel a build order from the queue. --------------------- 9. Keyboard Commands --------------------- CTRL+A| Select All units CTRL+B| Select idle Builders (construction units) CTRL+C| Select the Commander CTRL+D| Destruct selected unit(s) CTRL+E| Select all gunships*** CTRL+F| Select idle Factories CTRL+G| Select all mobile Ground units with weapons*** CTRL+H| Select all Hovercraft with weapons*** CTRL+I| Interface menu CTRL+J| Select all metal-making and cloakable resource units*** CTRL+K| Select all Kbots with weapons*** CTRL+L| Select all LRPC, silo, and anti-missile units*** CTRL+M| Select all Mines CTRL+N| Select all Naval units with weapons*** CTRL+O| Select all fighter planes*** CTRL+P| Select all Planes with weapons CTRL+Q| Select all bombers*** CTRL+R| Select all dedicated Radar/jammer/sonar units CTRL+S| Select all units currently on the Screen CTRL+T| Select all Transports & Teleporters*** CTRL+U| Select all Underwater units with weapons*** CTRL+V| Select all Vehicles with weapons*** CTRL+W| Select all mobile units with weapons*** CTRL+X| Select all Defensive units*** CTRL+Y| Select all torpedo bombers*** CTRL+Z| Select all units of same type(s) *** New key selections based on Uberhack changes and added to ESC SHIFT| Hold down to queue up multiple commands TAB| Multiplayer options ENTER |Activate the message bar ESC| Cancels the current command before it is executed PAUSE| Pause the game , (comma)| Select the previous menu for that unit . (period)| Select the next menu for that unit ~ (tilde)| Toggle damage bars on the units - (minus)| Reduce the game speed + (plus)| Increase the game speed CTRL1 - CTRL9| Assign the currently selected units to a squad 1 - 9 | Select the menu for the current unit CTRL+F2| Access advanced key functions and chat macro CTRL+F9| Screen capture (saves to user name in main TA folder) CTRL+F10| Frame capture (press again to stop, saves to user name in main TA folder) F1| Display information on selected unit F2| Display the Options menu F3| Selects the unit that last reported CTRL+F5 - F8| Applies a map bookmark at cursor location F5 - F8| Centers the screen on a map bookmark F11| Executes Chat Macro F12| Clear all chat messages and resets default gamma settings (if screen is black after ALT+TAB) A| Give an Attack order C| Give a Capture order D| Use the Disintegrator Gun E| Give a rEclaim order F| Cycle Fire OR mass loading orders G| Give a Guard order H| Share resources with another player K| Cycle cloaK state M| Give a Move order N| Scroll to the Next selected unit P| Give a Patrol order R| Give a Repair order S| Give a Stop order (cancel previous orders) T| Track the selected unit V| Cycle moVe orders X| Cycle activation state -------------------- 10. ESC Introduction -------------------- ESC began on August 8th, 2008 as a new collaboration between two popular TA modifications at the time known as the Talon (by The Registered One aka TRO) and the Total Annihilation Works Project (TAWP by Wotan). Both pre-ESC efforts were themselves several years in the making and introduced new in-game functionality to TA including auto-loading transports, defensive shields, enemy commander hacking, adjacency bonuses for resource, unit power charging, unit upgrades, and more. Over time, Talon and TAWP had a bit of a friendly rivalry, but in reality, both mods shared the same overall goals when it came to advancing the war between the Arm and the Core factions. Talon specifically brought the highest quality units with TRO's legendary modelling and texturing skills. TAWP introduced an array of very popular concepts that offered a tantalizing peak into what TA might be if the war was 'escalated'. It was soon quite clear that collaboration would yield something very special for TA and the community at large... Special mention to an even older, but very influential work is worth mentioning here also. ÜberHack (UH), by BSR was the first full modification of TA and set the table for virtually all mods that followed after it's completion in 2004. UH, despite being somewhat controversial with it changes at time with TA 'purists', established a sense of credibility to full TA modding and brought in real improvements to the game. Examples include consolidated build and order menus along with the extended unit selection queue (XM). Enhancements to transports and array of much needed bug fixes (thanks also to Switech's Bugfix mod) were also valuable, but the most rewarding aspect of UH was its overall objective of truly balancing the game by making every single unit as useful as possible. That goal remains the case in ESC to this day, and while ESC is very different today than UH, Talon, or TAWP, it is at its heart an evolution of all three mods. Finally, a reference to the Talon race itself should be noted. Included with the Talon mod was the 3rd 'Talon' faction that offered 150 all new units to TA. Early in the development of ESC there were plans to incorporate this faction, but that effort eventually ran afoul of functional unit and weapon ID limits within the TA engine itself. It was eventually decided to merge the Talon faction concepts and units into what eventually became the expanded Ultra and Experimental class Arm and Core units in ESC. Keen observers will no doubt make reference to these Arm and Core additions that are directly linked to the original Talon iteration. In the end, the Talon race has found their way into ESC after all. ---------------------- Community Enhancements ---------------------- - Control Keys - Megamap - TA Hook Whiteboard Autoclick Go to last allied marker placed - control+whiteboard key ENGINE ENHANCEMENTS - Enable DEV mode upon game startup - Disable "+now Film Chris Include Reload Assert" command - New way to edit +atm cheat – fills up metal and energy regardless of how much storage you have - Allow reclaim of any unit unless "Commander=1" is in FBI - In reclaim mode, enable reclaim cursor when over any unit but still cannot actually reclaim commanders -- reclaim will fail. - Make captured units be DEFAULT unit orders for captured unit (like resurrect) - Enable debug mode via F10 key. Must be in developers mode to activate. - Stop "\" key crashing, also the change default repeat function to 'Insert' key - No-CD check - Change pathfinding max limit - Enable noautorange for ballistic weapons - Allow ALL ballistic=1 barrels to aim at any angle in the air - Disable TA-forced endsmoke for weapons - Allow turret=1 operational requirement for vlaunch=1 weapons - Allow weapon1&2 to acquire targets while manually DGUNning ground - Allow weapons to acquire targets while attacking a good target within 'sight range' without needing to chase (can currently hit target successfully) - Eliminate target locking - When on HOLD POSITION, prevent GUARDING units from chasing attackers. - Allow weapons to acquire targets while reclaiming a unit - Allow weapons to acquire targets while capturing a unit - Allow weapons to acquire targets while repairing a unit - Allow weapons to acquire targets while assist-nanolating a new unit - Allow weapons to acquire targets while building a new unit - Healing enabled only after unit is built - Enable Allied Victory to be enabled by default - Fix minor setSFXoccupy inconsistency for when submerged units ascend. - Prevent automatic moving of players to the "upper" slots bad alliances when using teams function - Always show all player data at final scoreboard, even if they left - Allow weaponrange3 to show (+showranges) for units without weapon1 - Rework AI squad number assignments to allow for new attack group. Also corrects moveorders for AI Commander=1 units (was CanCapture=1) - Allow AI to turn off any energy-hungry appliances [squad-1] when energy is low. (not only metal makers but also targeting facility... looks at EnergyUse tag) - Prevent AI airplanes from crashing the game when no ground units remain. - Prevent Unit behavior changing when being attacked - Increased number of AI squad units before attack - Make VTOL having cantbetransported=1 in its FBI file to ignore repair pads - Make "Landing aborted, all pads are occupied" be "full unit chat" not medium - Fix CTRL-Z command to work with many unit types (prevent crashing) ---------------- 11. ESC Features ---------------- ESC is loaded with new enhancements. The major features cited here are only a few among the many new additions that you’ll discover through continued game sessions: - All New units, including many original designs as well as high quality 3rd party modifications. - Improved OTA based models for a more up to date look and enhanced in-game and 3D Recorder experience. - All new, custom GUIs with Extended Menus (XM) combining both expanded unit build options per page (12 unit select buttons instead of 6) and every build orders, all on one panel. - New FX, animations, and sounds (including massive new explosion sequences) - Unit upgrades for resources, defenses, mobiles, and even Commanders that improve unit performance and help prevent them from becoming obsolete in the later game stages. - Adjacency bonuses for select Energy producing and storage buildings. - Real surface attack submarines - New automatic loading and unloading transports for effective rapid deployment of large forces. - New, fully functional multi-unit air transports (MUATs) that can quickly deliver your forces to the front lines or even conduct direct base raids. - Fully automatic teleportation via Galactic Gates that provide the ultimate means of moving armies across vast distances. - A vastly increased line-of-site (LOS) table for improved battlefield visibility. - New Omni sensors that provide invaluable battlefield intelligence/counter-intelligence data including near map-wide radar, jamming, commander hacking, and LOS. - Large area protective shields and charging field generators. - A new, fully integrated Level 3 'Ultra' tier of unique and powerful units for greater strategic game play possibilities. - Colossal 'Experimental' tier units, including mega k-bots, walking ships, and nuclear cannons - New unit formation speeds assigned to key units allowing for more effective unit combinations and coordinated assaults. - New CTRL key options allowing for more efficient unit type selections. - Mobile unit tracking by unit type(s) displayable on mini-map. - Mini-map range rings for long ranged weapons to assist with target spotting. - A vast array of engine enhancements, bug fixes, and gameplay adjustments designed to maximize tactical and strategic play over exploitation of TA's engine limits - And much more... Specific details on many of these new features are detailed below. ADJACENCY / PAIRING BONUS Certain units can be boosted by simply placing them next to one another for added Energy bonuses. Any unit marked with a 'power plug' symbol on it's menu picture in game can be paired in this way. Specific benefits are: - T2 UW Mini-Fusions +50E (+50%) - T2 All Fusions +250E (+25%) - T3 Fusions +1250E (+25%) - T1 Energy Storage (and underwater) +25E - T2 Advanced Energy Storage (and underwater combined) +125E - T3 Forge/Vault +6M Note: Once paired, units cannot be further boosted via charging (see below) and vis-versa. However, benefits do overlap such that if a set of units are paired near a charging unit already in place, and the charging unit is later destroyed or moved, the pairing benefit will remain due to the adjacency bonus already in place. CHARGING Any unit displaying a blue bolt symbol on its menu picture in game can 'charge' or boost any unit specified by a yellow bolt on its menu picture. Charging units include the field emitter built by ultra construction units as well as tier-3 land and sea-based carriers. Chargeable units include energy generating units (i.e., Fusions) and energy drawing weapons such as Light and Heavy Laser towers along with the Big Bertha and Intimidator. As with Shield Generators, charging tower coverage is also clearly marked by charged units displaying a hexagonal dot icon just above them after the charging generator is built (and again only seen by the owner). In addition, charging icons are not shown at all to enemies outside of LOS and are only otherwise indicated by a subtle glow/animation effect. Other charging changes include: All resources, however, regardless of the designated number of charging units required, are now boosted by 150% (but retain diminishing returns in the form of more chargers needed): - T2 UW Mini-Fusions +50E (+50%) - T2 All Fusions +250E (+25%) - T3 Fusions +1250E (+12.5%) - T1 Energy Storage (and underwater) +25E - T2 Advanced Energy Storage (and underwater combined) +125E - T3 Forge/Vault +6M RESOURCE REQUIREMENTS In game you may discover instances when a given unit will not fire, even after you order it do so. This is often the case with larger, more powerful weapons when there is insufficient energy available to fire them. In TA:ESC there are several units which require substantial amounts of energy to work properly. To fully utilize these, you will need to ensure that there is enough Energy Storage available (and not necessarily always Energy Production). For example, even with a Fusion Reactor that produces 1,000 Energy per second, the 5000 available Energy needed to fire an Intimidator, may not be available (assuming in this case that the game is set to 1000 Energy and Metal and that you have no Energy Storage units already built). While more Energy production will help you produce and recover Energy much faster (especially after firing an Intimidator), you will still need the proper amount of Energy available regardless. Having multiple Fusion Reactors available will work, but Energy Storage is often a much cheaper and effective way to take advantage of high Energy weapons earlier in the game. Examples of storage requirements for high energy using weapons are as follows: Annihilator - 5,000 Energy per shot Doomsday Machine - 2,400 Energy per shot Bertha Cannon - 4,000 Energy per shot Intimidator - 5,000 Energy per shot Note that T3 and T4 units have substantially higher Energy to fire requirements with some units reaching as high as 1,000,000 Energy to fire a single shot (Core B.F.G.)! SHIELDS Shields absorb 75% of all incoming fire for any given building only – mobile units of any kind are not protected (as they are not 'grounded'). Shield coverage is now clearly marked (via a hexagon ring appearing above buildings within the coverage area) after a shield generator is built. However, this coverage is only seen by the owner if units are shielded by the owner or a nearby allied player shield generator. Shields are always 'on', but do not cost any Energy to operate unless hit by any weapons or unit explosions. When a shield generator is hit (note: not the shield coverage area, but the actual shield generator unit itself), a shield dome will emit which can be seen inside or outside of LOS by all players. A hit to a shield Generator results in 1 second of significant Energy drain. Shots hit within the same 1 second period are not accumulated, but crafty enemy players can provide constant to fire to a given shield generator to ensure constant Energy drain each second. When no longer under fire or taking damage, the shield generator will begin slowly healing itself while also draining Energy until fully healed. You can speed up healing the unit by repairing with construction units. UPGRADES A number of resources and defensive structures may be upgraded in game to take advantage of new features such as additional firepower, armor, or even more resources. In order to upgrade, simply select the unit you wish to upgrade (upgradeable buildings are indicated by the chevron icon located on the build menu GUI of the units that produce them) and then select the upgrade build picture located on the unit’s build menu GUI. The following buildings are currently upgradable: - Arm Sentinel– upgrades to Arm Orion*, faster reload, pop-down defense - Arm Guardian – upgrades to Arm Ambusher*, faster reload, pop-down defense - Arm Air Repair Pad – adds nano repair arm - Arm Geothermal Plant – adds retractable armor and vlaunch missiles - Arm Fusion – adds retractable armor and added Energy production - Arm Big Bertha – upgrades to rapid firing Arm Vulcan* - Arm Experimental Fusion – adds retractable armor and added Energy/Metal production - Core Gaat Gun– upgrades to Core Viper*, faster reload, pop-down defense - Core Punisher – upgrades to Core Toaster*, faster reload, pop-down defense - Core Air Repair Pad – adds nanolathe repair arm - Core Geothermal Plant – increase unit health and adds plasma cannon - Core Fusion – adds defensive shield and added Energy production - Core Intimidator – upgrades to rapid firing Core Buzzsaw* - Core Experimental Fusion – adds defensive shield and added Energy production/storage *These units may also be built independently at the next higher tier over their non-upgraded counterparts There a number of units that make use of special weapons that can be manually overridden by a player. The Overlord for example has a special weapon that clears nearby units and obstacles due to their enormous size (and potential path-finding issues). In most cases these tertiary weapons will auto fire when enemies are present (assuming firing is not set to Hold), but weapon such as the Commander’s Dgun will require manual fire at all times. Units with special attack capabilities are indicated by the highlighted ‘Special’ button located in their respective side panel GUIs. TELEPORTERS (Gates, Horizon, Nomad, Link, Ambassador) Using teleporters is not difficult and they may be used effectively to move large forces almost anywhere with only a few clicks: 1 First, build a Teleport Gate (A) where you want to teleport you unit from. This is typically from your starting base area, but a gate can be placed anywhere. 2 Next, build a second Gate (B) in a location where you will want to teleport your forces to. This is typically near a 'front' to get your units to the action as fast as possible. 3 When completed select Gate B, the move your mouse cursor on or near Gate (A) and press the ‘Link’ button located on GUI panel - you may also 'Attack' Gate (A) also. You will notice a brief flashing effect to confirm the connection between gates. 4 If you want a return route for units (optional), you can do the same as above, but in reverse. 5 Move your forces inside the circle surrounding Gate (A) – they will start to teleport out to Gate (B). 6 Note that mobile teleporters only act as Gate (B) or one-way teleporters - they cannot load units. 7 The Nomad is a special teleporter that connects to labs instead of a Galactic Gate. Treat any Lab as Gate (A) and the Nomad as Gate (B). If the above steps are followed, your units will automatically be teleported to Gate B. To bring your units back to Gate A simply reverse the activation order on both gates and move the units inside Gate B’s circle. Additional Gates may also be produced and linked to any other Gate already built. When there are more than 2 gates, you may need to press the ‘Link’ button several times to acquire the proper Gate combination. You may also link to allied Gates, but you will only be able to teleport your own units that are near the allied Gate to a Gate that you own already (you cannot teleport to allied gates) TRANSPORTS (manual and auto) Although the original method for manually loading and unloading units remains unchanged, all hovercraft and ship-based transports are now also capable of automatically loading unloading units as well. You can choose manual or automatic options by toggling the On/Off selection in the main GUI panel. Note that you will want to be careful when unloading a mix of amphibious (i.e., Hovercraft, Crocs, etc.) and land-only units in water, however. As with OTA, the last unit loaded is always the first to be unloaded. Loading amphibious units first in this case may prevent them from being unloaded in water when land units are selected last. You can also get creative about how you want your units to be placed in your formations by carefully selecting the load order. This requires a little practice, but in certain situations you may want certain unit to be placed in front, on the flanks, rear, etc. Also note that hover and ship-based transports (unlike OTA) will only load or unload your own units. When attempting to load enemy units, your transport will simply refuse to do so. MULTI-UNIT-AIR-TRANSPORTS (MUAT) These units work much like their surface-based cousins and can auto load and unload by merely toggling the Load Orders button on the side panel. When selecting auto load, the transport will pick up all units within a nearby radius after you land it (as indicated by the load radius circle). All units that enter or are already within the load radius (when the transport lands) will be loaded until the transport is full. If your transport is not full, you can also move it to another location and continue loading units until it is full. Remember, each unit loaded takes up space based on its slot rating (see above). Be sure to pay attention to your slot counts. Regardless of whether or not the transport is full, once you toggle the auto unload button and land, the unit will attempt to auto unload all units where ordered (as indicated by the unload marker arrows). The transport will always hover above ground (on standby) and will never land unless ordered to do so (with the exception of landing on an air pad when damaged, in which case no units will be loaded or unloaded). Loading Restrictions Transports now include unit load restrictions by size class – larger unit types will typically take up more space in a transport than smaller units. Each transport is allocated a maximum capacity which can also be defined as ‘slots’. EXPLOITS TA:ESC emphasizes making TA more about use of strategy and is less about requiring use of undocumented knowledge of engine exploits to be successful. By eliminating as many of these non-gameplay elements as possible, TA:ESC seeks to strengthen the intended capabilities of the units themselves within a purely game/simulation based framework. If your skill or enjoyment as a TA player is dependent on maximizing such game exploits as sparking or mass reclaiming, TA:ESC is very unforgiving in this aspect. As there is much more to be gained by increasing the viability of underused and useless units, however, we encourage you to consider this as well. - Offscreening Offscreening in TA is when you move your VTOLs beyond the edge of the battlefield such that enemy players can no longer detect or attack them. This tactic is often used to retreat VTOLs after attack, carry transported units without threat of attack, and especially with bomber and/or gunship assaults on and enemy base. In Chess, this would be the equivalent of moving a piece off the board (imagine a 9th row) and then returning it to a new location behind the opposing player. This effectively provides the attacking VTOL player with a substantial advantage by bypassing enemy AA defenses that otherwise would prevent an easy air assault (and thus diminishing or even wasting the enemy player's reasonable investment in AA). Since offscreening violates the logic of having gameplay borders (and arguably, the spirit of fair play), in ESC there is now a penalty (as clearly indicated by a red icon appearing above the unit(s) in question) that prevents VTOLs from firing weapons, using radar or jammers, and unloading transport for every second the unit was offscreen after it returns to the field of play. While this seem harsh at first glance, note that air units in ESC are designed to be useful while onscreen and balanced accordingly (as is countering AA). In addition, given the availability of powerful Level 3 and 4 VTOLs in ESC, it would be almost impossible to fairly balance these units if offscreening was exploited. In any case, this penalty method has been proven out over half a decade and more over thousands of games and is no longer even considered an issue with the greater ESC community of players. - Stacking Stacking in TA is when you take 2 or more VTOLs and position them while flying in the exactly or nearly the same position. In OTA this provides the stacking player with a powerful advantage when attacking an enemy due to how the TA engine works with stacked units. In this situation, enemy weapons can only inflict damage to 1 stacked VTOL at a time! Stacking 20, 30, or 100+ Hawks will yield a 'Super Hawk' so long as the units stay in a stack. While this requires direct player control to maintain consistently, skilled players can leverage this vs. less knowledgeable players and/or in game situations where a defender might have a powerful array of AA that is greatly reduced regardless. Like Offscreening, there is no logical basis to support this kind of exploit and with the advent of powerful Level 3 and 4 units in ESC the abuse potential is off the charts (going with another Chess analogy, you can't 'stack' pawns to make super pawns). With that in mind, and again as with offscreening, ESC utilizes a stacking fix which restricts weapon fire and health benefits to any stacked unit beyond the first stacked unit. In essence, any VTOL below the top stacked unit while be penalized. Separating the VTOLs will instantly remove the associated penalty. - Wrecks Unit wrecks and debris are an important aspect of competitive gameplay in TA. Players will often build strategies around harvesting wreckage from enemy units by drawing/trapping opponents to an area of the map (i.e., a defensive spike or fortified location). By bringing the enemy closer this way a player can leverage not only the Metal value of wrecks themselves, but also get a ready-made defense that makes continued attacks more difficult. In ESC, this creates a potentially exploitable situation given that larger T2 and T3 units provide substantially more Metal and resilience than typical lower tier T2 units. In addition, pathfinding overtime becomes degraded – especially on smaller ‘choke’ maps resulting in longer standoffs and a sluggish overall experience. To mitigate this, ESC reduces the value of full unit wrecks from 80% their original Metal and health values to 50%. Also, full wreckage has less chance of appearing on smaller, lower tiered units. These changes combined result in improved overall game flow/pathing (for smoother attack dynamics) while still allowing for meaningful wreck harvesting also. A FINAL NOTE ON ESC GAMEPLAY... Over the course of a given game, TA:ESC will favor the expansive, offensive oriented player. While the offensive advantage is intended to be only minimal (at least initially), a purely defensive oriented player will find it increasingly difficult to simply ignore their offensively minded opponents, and must eventually become more aggressive or risk being encumbered by constant attacks and sieges. Larger, more powerful units come at considerable costs and often with diminishing returns on your investment versus more numerous lower tier units. Larger units also require increased risks. Fusions Reactors for example, provide an excellent energy boost to your economy, but take considerable time to produce (therefore depriving you of valuable resources) and may also prove dangerous to nearby units when destroyed. In TA:ESC, careful consideration where and when strategic resources and defenses are built is paramount. Defenses are certainly not without hope however as many powerful attack units also come at increased costs and risks. While Penetrators and Sumos offer a potent array of firepower, each unit can be equally dangerous to nearby friendly forces when they are themselves destroyed. For some, the added costs may simply be best invested in more numerous, smaller units. Knowing the right time to build the right units is the key to success in TA:ESC. It is not often necessary to build Level 3 units to win a game, but Level 3 weapons are not merely novelties either. Building Level 3 units on a small, fast paced map may well prove a catastrophic failure, while ignoring a budding Armageddon Cannon on a vast battlefield may leave you eventually wondering what to do as nuclear shells are lobbed in your direction from the other side of the map! In the end you have to decide what direction is best for victory. Good luck and happy gaming! WORK IN DEVELOPMENT - AI Like ESC’s long development, AI work in ESC is also an ongoing odyssey. In addition to various engine enhancements that help the AI as well as players (see above), core changes to the AI engine include a doubling of resource production for each level of difficulty as follows: Easy: 1x Metal / Energy (vs. 0.5x in OTA) Medium: 2x Metal / Energy (vs. 1x in OTA) Hard: 4x Metal / Energy (vs. 2x in OTA) These changes alone go a long way toward preventing resource stalling and help the AI progress more smoothly to each unit tier. Thanks to TAfan97, the ESC AI logic in ESC has progressed nicely over the years, and he continues to modify and enhance the capabilities of the TA AI considerably. While the default ESC AI remains faitly basic, players seeking a greater AI challenge are encouraged to try TAfan97’s Ais located on our web and Discord sites. - Missions Missions are currently disabled in ESC due to a continued focus on online and skirmish play. We plan to delve into full mission compatibility in the near future as full unit and gameplay development begin to subside. ------------------------- 12. Original Unit Changes ------------------------- As TA:ESC is primarily a rebalancing modification, there are literally hundreds of unit adjustments impacting almost every unit. Despite the large number of changes, however, most units in TA:ESC continue to maintain their OTA based characteristics (regardless of increased or decreased abilities). The Core Goliath, for example, though it now includes substantially more armor and firepower (along with increased costs), still retains its classic role as a heavy battle tank and therefore may continue to be utilized in similar fashion. A number of units in TA:ESC, however, do differ significantly enough from their OTA counterparts that they require additional description and detail: T1 is Optimized... The lowest tier units in ESC are mostly similar to OTA with light to moderate changes keeping in character with their original roles. Overall, most T1 mobile units are slightly faster in ESC then they are in OTA, but in some cases cost a little more. T2 is Stronger... These units in ESC are generally heavier, more armored, and more costly than their OTA iterations T3 is Extreme... These units are represented by the powerful Krogoth which is vastly more powerful and more costly along with Nukes, Buzzsaw, Vulcan, and Targeting facilities which are more strategic and game deciding in nature Air Units VTOL units in TA:ESC take only 25% damage from ground based, non-AA weapons while flying. However, these same units are especially vulnerable when grounded. Air Repair Pads These facilities cost much less and are now built by Level 1 construction units. In addition, Air Repair Pads can be upgraded to include an automatic unit repairing nano-arm. Anti-Air All traditional ‘anti-air’ weapons (i.e. Missile Towers, Flakkers, Slashers, Jethros, etc.) have improved AA ability, along with enhanced LOS visibility, but reduced range vs. ground based targets. Mobile AA hover and sea units also feature anti-sub weapons. Anti-Nuke Anti-nuke weapon costs have been increased, but this is offset by overall lower unit production costs. Aircraft Carriers also now employ anti-nuke capability (see below) with similar cost and coverage to land based variants. The mobile anti-nukes (Hedgehog, Scarab) have also been modified with less coverage than previously, but with weapon production costs significantly less than their static and carrier based counterparts. Auto-targeting Many units/weapons make smarter auto-targeting selections Carriers As indicated, Carriers (Colossus, Hive) are now capable of fending off nuclear attacks via stockpiled anti-nuke missiles. Carriers no longer produce excessive amounts of Energy, but do feature extended radar coverage. Cloakable Fusion Reactors Cloakable Fusions have been merged with standard Fusion Reactors as an upgrade option with enhanced defensive capabilities instead of cloaking. Commanders/Decoys Commanders may build from a larger selection of defensive options, including Dragon’s Teeth and Missile Towers. Decoy Commanders are now capable of building a select number of resources as well and also sport a fake disintegrator weapon to further befuddled the enemy. Added 'kinetic' shielding when first hit (reduced weapon damage by 300% and resets after 5 seconds), takes 300% less damage from surface weapons when underwater, is now upgradable with advanced weapon and armor bonuses, and cannot be detected via minimap when enemy places cursor over. Construction Units Most construction units feature deployment, power, and range improvements to nanolathes along with cost and health adjustments. Crawling Bombs These units are faster, yield a larger explosion, move amphibiously, and even avoid LOS detection. EMP / Neutron Silos Now with reduced range, both units now function as low yield tactical nuclear missile launchers. Energy Storages (and Underwater Energy Storages) When built adjacent to one another, these units produce a small bonus output of Energy. Factories Added Multi-directional selection via SPECIAL button on non-spinning pad lab variants, improved nanolathe speeds. Fusion Reactors (and Underwater Fusion Reactors) When built adjacent to one another, the Energy output of a given Fusion reactor is increased 125%. In addition, Fusion Reactors may be overcharged (if not already adjacent) and also upgraded for even more Energy production and improved protective measures. Galactic Gate Added gate to gate teleportation connectivity, buildable by Commander, Decoy, and T3 Construction units Geothermal Plants Geothermal Plants also feature an upgrade option provided added weapon and defensive abilities. Hovercraft The Hovercraft factory is now built by Level 1 construction units, Commander, and Decoys at reduced overall cost. Floating plant variants are also now available. All hovercraft now cast shadows on land and leave only passable wreckage when over water. Mine Layer Vehicles The Podger and Spoiler have an optimized array of mine choices. Mines The varieties of mines that are now available have been made more distinct to include increased visibility along with the more traditional, but simplified explosive options. Naval units In general all naval vessels are larger and more powerful with many featuring increased range and LOS, along with additional defensive secondary and/or tertiary weapons. Nuclear Missile Silos With far greater area of effect and overall damage, most units will easily succumb to these truly weapons of mass destruction. Nukes have been moved to Level 3 to compensate for their strategic increase in ability. Paralyzing units Air units are now unaffected and effects to more powerful Level 2 and Level 3 units are reduced or even (in some cases) removed altogether. Radar / Jamming Coverage in ESC is significantly greater for all radar and jamming class units. Radar Kbots are now Level 1. Repair Pads Now at Level 1, repair pads not only heal planes faster for reduced cost, but they also feature an upgrade option to build nano-assist arms to repair ground units. Seaplane Construction Aircraft SCA’s now build land and sea structures making them invaluable assets to sea players looking to gain additional advantage. Spies The Infiltrator and Parasite are capable of radar evasion, cloaking, and amphibious movement. With a powerful sapping charge, a spy can also immobilize a chosen defense or factory for several minutes (though often at great risk to itself). Spies include invaluable range finders that allow you to determine the maximum range of several strategic units before you invest in building them. Spies also detect enemy spies when they are increasily closer to one another. Targeting Facility Targeting facilities have been incorporated into new upgrade/research buildings capable of upgrading Commanders, Decoys, and other units (see New Units section). Transports All surface transports (Bear, Envoy, Hulk, Turtle) feature an auto load and unload option that is much more effective than OTA classic mode (see below for usage instructions). In addition, each transport includes a new weight based system that allows for a maximum number of units to be loaded based on ‘slot’ size. Underwater Units Units fully underwater (subs, resources, etc., including ambious units when fully underwater) take only 25% damage from surface based weapons and blast effects. Water based weapons, including torpedoes and depth charges still inflict full damage. Unload Cursor Fixed to show correct animation ARM Big Bertha/Vulcan Along with a range boost, the Big Bertha can also be upgraded to the dreaded Vulcan to devastate the battlefield. Conqueror Twin gauss cannons and a deck laser supplant previous depth charges and ballistic weapons. FARK (Rector) A powerful nanolathe and resurrection ability adds even more versatility to this resourceful unit though at reduced speed. Fibber The Fibber now disables enemy radar/jamming/shielding when close Fido Now a powerful skirmisher with a slight movement rate reduction, the original gauss weapon has also been modified to a devastating scatter style artillery weapon. Flea The sneaky flea employs a scavenging nanolathe in place of its former laser weapon. Guardian/Ambusher The Guardian sports additional max damage and can be upgraded to the more powerful Ambusher variant with increased rate of fire and additional protection when closed. Pelican While no longer able to evade missile attacks so easily, the Pelican now sports more speed and a new EMG and torpedo weapon to replace the former laser and AA missile. Penetrator The Penetrator features much heavier armor and improved rate of fire for far more effectiveness in combat. Piranha The Piranha unleashes a barrage of much longer range torpedoes upon it unsuspecting victims. Sentinel/Orion With an improved laser over the original, the Sentinel may also be upgraded with increased rate of fire and additional max damage when not firing. Shooter The evasive Shooter employs stealth technology over cloaking along with a lethal sniper weapon capable of seriously damaging even heavily armored units. CORE Can Now much more armored and a little faster along with increased resistance to stun effects. Dominator No longer bridesmaid to the Diplomat, the Dominator now serves as an effective rocket based skirmisher with both v-launch and line-of-sight firing options. Executioner Powerful new riot cannons and a deck laser have replaced the previous ballistic and depth-charge weapons. Freaker Faster, sleeker, and sneakier, the Freaker is a bane to enemies caught unawares. Gaat/Viper With a vastly superior laser than the original, the Gaat may also be upgraded further with increased rate of fire and additional max damage when not firing. Gantry The now larger model allows for production for the Krogoth as well as additional Level 3 units. Gimp With torpedoes (in place of the previous ballistic cannon) and a heavy leaser, the Gimp aspires to rule both land and sea. Immolator Displacing the former Riot cannon with a new super heated flamethrower, the new Level 2 Immolator also closes up to a protective armored state when not in use. Intimidator/Buzzsaw The enormous Intimidator employs greatly improved weapon area of affect (AOE) and can be fully upgraded to a Buzzsaw to further demolish distant targets. Krogoth Improvements have been added in nearly every category including increased armor, firepower, and the ability to traverse water. Leviathan With new sub-nuclear missiles that replace its old torpedo weapons, the Leviathan now surfaces to destroy inland enemies then dives to avoid detection. Necro Now T3, added build distance, script tweaks, fixed model bug, removed Guard command Punisher/Toaster The Punisher sports additional max damage and can be upgraded to the more powerful Toaster variant with increased rate of fire and additional protection when closed. Reaper A powerful dual riot cannon replaces the previously less effective ballistic cannons. Shark With extended range torpedoes, the Shark can safely harass the enemy before moving in for the kill. Sumo The massive Sumo utilizes improved speed, armor and even transportability - all at additional expense. Increased resistance to stun effects. ------------- 13. New Units ------------- - Arm Kbot Name (by tier) Build Code Description Partisan (ARMAABOT) Rapid-Fire Anti-Air Kbot Ultra Construction Kbot (ARMECK) Tech Level 3 Cerberus MK2 (ARMCERB) Heavy Assault Kbot Gorgon (ARMASPID) Mobile EMP Stun Kbot Link (ARMMOBGG) Teleporter Kbot Marauder (ARMHSPID) Rapid-Fire Rocket Kbot Nova (ARMNOVA) Mobile Long Range Plasma Cannon Prophet (ARMCRAWL) Disruptor Kbot Raptor (ARMMECH) Ultra Heavy Assault Kbot Rector (ARMFARK) Resurrection Kbot Centaur (ARMSFIDO) Experimental Hunter Quadra Kbot Gargant (ARMWALK) Exp. Omni Kbot Tick (ARMTICK) Mobile Thermonuclear Bomb - Core Kbot M.A.K. (CORMAK) Medium Assault Kbot Mite (CORSC) Scavenger Kbot Mantis (CORAABOT) Rapid-Fire Anti-Air Kbot Ultra Construction Kbot (CORECK) Tech Level 3 Ambassador (CORMOBGG) Teleporter Kbot Arbitrator (CORTAC) Mobile Heavy Missile Launcher Defiler (CORSPID) Radiation Spider Juggernaut (CORJUGG) Armored Assault Siege Kbot Talos (CORTALOS) Hybrid Missile Assault Kbot Widow (CORHSPID) Rapid-Fire Rocket Kbot Exp. Construction Kbot (CORUCK) Builds Tech Level 4 Buildings C.O.R.E. (CORMKL) Contingency Order Restoration Engine Titan (CORSKROG) Experimental Command Kbot - Arm Vehicle Javelin (ARMJAV) Gauss Assault Truck Tosser (ARMLART) High Trajectory Light Artillery Vehicle S.P.O.T. (ARMSPOT) Support Patrol Observe Traverse Ultra Construction Vehicle (ARMECV) Builds Tech Level 3 Buildings Ark (ARMTSUB) Amphibious Armored Transport Sub Centurion (ARMMBT) Super Heavy Assault Tank Chimera (ARMLGTNK) Ultra Heavy Lightning Assault Tank Demolisher (ARMSIEGE) Railgun Siege Tank Empyrrean (ARMMCV) Mobile Fortress Expedition (ARMVCAR) Land Command Carrier Recon (ARMAFAV) Stealth Fast Attack Scout Vehicle Scorpion (ARMASAM) Heavy AA Truck Exp. Construction Vehicle (ARMUCV) Builds Tech Level 4 Buildings Avalon (ARMLFLAG) Experimental Assault Command Tank Olympus (ARMOLYMPUS) Mobile Super Nuclear Cannon - Core Vehicle Vandal (CORLART) High Trajectory Bombard Vehicle Mechanic (CORMPAD) Mobile Battlefield Assist Vehicle Ultra Construction Vehicle (CORECV) Builds Tech Level 3 Buildings Behemoth (CORBEH) Super Heavy Assault Tank Blaze (CORAFAV) Stealth Fast Flamethrower Vehicle Halcyon (CORVCAR) Land Command Carrier Mammoth (CORLSTNK) Ultra Heavy Laser Assault Tank Omen (CORDECI) Disruptor Vehicle Overlord (CORMCV) Mobile Plasma Cannon Pounder (CORPOUND) Wide Area Plasma Pulse Emitter Thrasher (CORAMIST) Heavy AA Truck Imperator (CORLFLAG) Experimental Assault Command Tank Tsar (CORTSAR) Exp. Mobile Omni - Arm Air Zephyr (ARMDPL) Depthcharge Gunship Adv. Construction Seaplane (ARMACSA) Builds Tech Level 2 Buildings Sky Crane (ARMMUAT) Multi-Unit Air Transport Ultra Construction Aircraft (ARMECA) Builds Tech Level 3 Buildings Ultra Construction Seaplane (ARMECSA) Builds Tech Level 3 Buildings Aurora (ARMSMB) Strategic Stealth Bomber Condor (ARMFSCAR) Aerial Command Carrier ^^^Hercules (ARMLIFT) Heavy Multi-Unit Air Transport Nomad (ARMNOMAD) Deployable Factory Extender Illusion (ARMSR71) Wide Area Radar Jamming VTOL Stratus (ARMWING) Sky Fortress VTOL Tempest (ARMSGS) Heavy Surface Control VTOL ***Tornado (ARMT3SEAP) Heavy Torpedo Seaplane Figher/Bomber Vertigo (ARMSFOIL) Hybrid Superiority Fighter Supremacy (ARMFFLAG) Siege Assault Command VTOL Apocalypse (ARMNUKEBOMBER) Experimental Nuclear Bomber - Core Air Cormorant (CORDPL) Depthcharge Gunship Adv. Construction Seaplane (CORACSA) Builds Tech Level 2 Buildings Emissary (CORMUAT) Multi-Unit Air Transport Ultra Construction Aircraft (CORECA) Builds Tech Level 3 Buildings Ultra Construction Seaplane (CORECSA) Builds Tech Level 3 Buildings Decimator (CORSHOCK) Laser Pulse Heavy Bomber ^^^Dragonfly (CORLIFT) Heavy Multi-Unit Air Transport Harpy (CORSGS) Ground Superiority Fighter/Gunship Horizon (CORBULK) Teleportation Science VTOL Singularity (CORFSCAR) Aerial Command Carrier Skynet (CORSKYNET) Aerial Superiorty VTOL ***Typhoon (CORT3SEAP) Heavy Torpedo Seaplane Bomber Umbra (CORECLIPSE) Wide Area Radar Jamming VTOL Vindicator (CORVIND) Armored Assault Command VTOL Eclipse (CORFFLAG) Siege Assault Dreadnought VTOL Zenith (CORMS) Central Consciousness Command Ship - Arm Sea Gremlin (ARMMLS) Minelayer Ship Mariner (ARMAABOAT) Anti-Air / ASW Corvette Vanguard (ARMFRIG) Escort Frigate Stalker (ARMSSUB) Assault Submarine Ultra Construction Ship (ARMECS) Builds Tech Level 3 Buildings Anvil (ARMMMKSHIP) Metal Making Tanker Arclight (ARMASW) Heavy Lightning Cruiser / Anti-sub Atlantis (ARMSCAR) Naval Command Carrier Catalyst (ARMFUSSHIP) Fusion Tanker Lancer (ARMXSHIP) Heavy LRPC Cruiser Riptide (ARMAPT) Fast Attack Light Cruiser Torrent (ARMAACRUS) Battle Cruiser Victory (ARMDREAD) Battleship Deluge (ARMNSUB) Surface Bombardment Submarine Maelstrom (ARMBSUB) Battle Submarine Manta (ARMMANTA) Anti-Surface Assault Submarine Siren (ARMPARASUB) Resurrection Sub Abyssal (ARMUSUB) Strategic Command Submarine Armada (ARMUSCAR) Fleet Carrier Triumph (ARMFLAG) Flag Ship - Core Sea Corsair (CORAABOAT) Anti-Air / ASW Corvette Imp (CORMLS) Minelayer Sub Viking (CORFRIG) Escort Frigate Ultra Construction Ship (CORECS) Builds Tech Level 3 Buildings Aquifer (CORFUSSHIP) Fusion Tanker Inferno (CORBURN) Flamethrower Battle Cruiser Monitor (CORAACRUS) Heavy Cruiser Nexus (CORSCAR) Naval Command Carrier Rancor (CORRANCOR) Bombardment Cruiser Replinisher (CORMMKSHIP) Metal Making Tanker Slipstream (CORAPT) Fast Assault Cruiser Tyrant (CORDREAD) Battleship Eel (CORCAPSUB) Anti-Surface Attack Submarine Hammerhead (CORNSUB) Surface Bombardment Submarine Megalodon (CORBSUB) Battle Submarine Troglodyte (CORTROG) Disruptor Sub Anchorage (CORUSCAR) Fleet Carrier Sovereign (CORFLAG) Flag Ship Vortex (CORUSUB) Strategic Command Submarine - Arm Hover Wisp (ARMNH) Scavenger Hovercraft Zapper (ARMLH) Lightning Hovertank Adv. Construction Hovercraft (ARMACH) Builds Tech Level 2 Buildings Angler (ARMHCAR) Hover Carrier Concealer (ARMHJAM) Radar Jamming Hovercraft Hailstorm (ARMHARL) Hybrid Missile Assault Hovercraft Medusa (ARMHSTUN) Stun/Assault Hovertank Rebel (ARMHTANK) Shotgun Assault Hovertank Tsunami (ARMHART) Artillery Hovertank Whirlwind (ARMHFLAK) Flak / ASW Hovertank Ultra Construction Hovercraft (ARMECH) Builds Tech Level 3 Buildings Aeon (ARMHBATS) Hover Battleship Champion (ARMHCRUS) Battle Hovercruiser Oracle (ARMHOMNI) Omni Observation Hover Paladin (ARMHANNI) Rapid-Fire Annihilator Hovertank Renegade (ARMHROY) Destroyer Hovertank Exp. Construction Hovercraft (ARMUCH) Liberator (ARMHFLAG) Dreadnought Assault Hovercraft - Core Hover Salamander (CORFH) Flamethrower Hovertank Toad (CORNH) Scavenger Hovercraft Adv. Construction Hovercraft (CORACH) Builds Tech Level 2 Buildings Banshee (CORHFLAK) Flak / ASW Hovertank Blotter (CORHJAM) Radar Jamming Hovercraft Cyclops (CORHARL) Artillery Assault Hovertank Hellion (CORHART) Rocket Hovertank Nemesis (CORHTANK) Riot Assault Hovertank Refuge (CORHCAR) Hover Carrier Scalpel (CORHLAS) Laser Hovertank Ultra Construction Hovercraft (CORECH) Builds Tech Level 3 Buildings Autocrat (CORHCRUS) Battle Hovercruiser Berserker (CORHDDM) Doomsday Hovertank Hegemon (CORHBATS) Hover Battleship Mystic (CORHOMNI) Omni Observation Hover Overseer (CORHROY) Destroyer Hovertank Exp. Construction Hovercraft (CORUCH) Builds Tech Level 4 Buildings Despot (CORHFLAG) Dreadnought Assault Hovercraft -Arm Defense F.L.L.T (ARMFLLT) Floating Light Laser Tower Trident (ARMFGUARD) Floating Plasma Cannon Bulwark (ARMARL) Pop-up Vspam Missile Battery Orion (ARMORION) Pop-up Heavy Laser Slingshot (ARMAAA) Heavy Anti-Air Missile Tower Aegis (ARMSHGEN) Shield Generator Warden (ARMSTUN) Heavy Stun Battery Whiplash (ARMSMB) Heavy Anti-Air Missile Tower Armageddon (ARMSBERTHA) Very Long Range Plasma Cannon - Core Defense F.L.L.T (CORFLLT) Floating Light Laser Tower Lotus (CORFPUN) Floating Plasma Cannon Lacerator (CORAAA) Heavy Anti-Air Missile Tower Bastion (CORSPUN) Hardened Defense Battery Corona (CORSHGEN) Shield Generator Eviscerator (CORSMB) Heavy Anti-Air Missile Tower Dictator (CORNOVA) Very Long Range Plasma Cannon B.F.G. (CORBFG) Experimental Mass Antimatter Cannon - Arm Resource Floating Wind Generator (ARMFWIN) Floating Wind Generator Resource Generator (ARMGEN) Produces Energy or Metal Adv. Energy Storage (ARMSES) Increases Energy Storage Adv. Metal Storage (ARMSMS) Increases Metal Storage Underwater Combined Storage (ARMUWCS) Increases Energy & Metal Storage Underwater Powerplant (ARMUWMFUS) Produces Energy Underwater Moho Extractor (ARMUWMOHO) Advanced Metal Extractor Underwater Moho Metal Maker (ARMUWMMM) Converts Energy into Metal Forge (ARMFORGE) Makes/Stores Energy/Metal Heavy Fusion Reactor (ARMSFUS) Produces Energy (Replaces ARMCKFUS) Mantle Extractor (ARMMAS) Deep Core Metal Extractor Underwater Mantle Extractor (ARMUWMAS) Deep Core Metal Extractor - Core Resource Floating Wind Generator (CORFWIN) Floating Wind Generator Resource Generator (CORGEN) Produces Energy or Metal Adv. Energy Storage (CORSES) Increases Energy Storage Adv. Metal Storage (CORSMS) Increases Metal Storage Underwater Combined Storage (CORUWCS) Increases Energy & Metal Storage Underwater Powerplant (CORUWMFUS) Produces Energy Underwater Moho Extractor (CORUWMOHO) Advanced Metal Extractor Underwater Moho Metal Maker (CORUWMMM) Converts Energy into Metal Anti-Matter Reactor (CORSFUS) Produces Energy (Replaces CORCKFUS) Mantle Extractor (CORMAS) Deep Core Metal Extractor Underwater Mantle Extractor (CORUWMAS) Deep Core Metal Extractor Vault (CORVAULT) Makes/Stores Energy/Metal - Arm Labs Floating Hovercraft Platform (ARMFHP) Builds Tech Level 1 Hovercraft Adv. Floating Hover Plant (ARMFAHP) Builds Tech Level 2 Hovercraft Adv. Hovercraft Platform (ARMAHP) Builds Tech Level 2 Hovercraft Adv. Seaplane Platform (ARMAPLAT) Builds Tech Level 2 VTOLs Submarine Pen (ARMASPEN) Builds Tech Level 1 & 2 Underwater Units Capital Shipyard (ARMESY) Produces Tech Level 3 Ships Ultra Aircraft Hangar (ARMFAB) Produces Tech Level 3 Aircraft Ultra Floating Hovercraft Lab (ARMFEHP) Builds Tech Level 3 Hovercraft Ultra Hovercraft Lab (ARMEHP) Builds Tech Level 3 Hovercraft Ultra Kbot Assembler (ARMELAB) Produces Tech Level 3 Kbots Ultra Seaplane Platform (ARMEPLAT) Builds Tech Level 3 Aircraft Ultra Submarine Pen (ARMESPEN) Produces All Tech Level Underwater Units Ultra Vehicle Plant (ARMGANT) Produces Tech Level 3 Vehicles Exp. Unit Fabricator (ARMULAB) Produces Tech Level 4 Units Fleet Shipyard (ARMSSY) Produces Tech Level 4 Ships - Core Labs Floating Hovercraft Platform (CORFHP) Builds Tech Level 1 Hovercraft Adv. Floating Hover Plant (CORFAHP) Builds Tech Level 2 Hovercraft Adv. Hovercraft Platform (CORAHP) Builds Tech Level 2 Hovercraft Adv. Seaplane Platform (CORPLAT) Builds Tech Level 2 VTOLs Submarine Pen (CORASPEN) Builds Tech Level 1 & 2 Underwater Units Capital Shipyard (CORESY) Produces Tech Level 3 Ships Ultra Aircraft Hangar (CORFAB) Produces Tech Level 3 Aircraft Ultra Floating Hovercraft Lab (CORFEHP) Builds Tech Level 3 Hovercraft Ultra Hovercraft Lab (COREHP) Builds Tech Level 3 Hovercraft Ultra Seaplane Platform (COREPLAT) Builds Tech Level 3 Aircraft Ultra Submarine Pen (CORESPEN) Produces All Tech Level Underwater Units Ultra Vehicle Plant (COREVP) Produces Tech Level 3 Vehicles Exp. Unit Fabricator (CORULAB) Produces Tech Level 4 Units Fleet Shipyard (CORSSY) Produces Tech Level 4 Ships - Arm Intel/Support Floating Radar Tower (ARMFRAD) Floating Radar Tower Floating Radar/Sonar Jammer (ARMSONJAM) Hides Units Veil (ARMJAMMER) Radar Jamming Tower Obelisk (ARMFIELD) Charge Field Emitter Research Facility (ARMTECH) Upgrades Commander/Decoys and Radar Tantalus (ARMOMNI) Omni Radar Sensor Panopticon (ARMZIG) Panoptic Intel Array - Core Intel/Support Floating Radar Tower (CORFRAD) Floating Radar Tower Floating Radar/Sonar Jammer (CORSONJAM) Hides Units Shroud (CORJAMMER) Radar Jamming Tower Argus (COROMNI) Omni Radar Sensor Monolith (CORFIELD) Charge Field Emitter Upgrade Center (CORTECH) Upgrades Commander/Decoys and Radar Shaper (CORZIG) Peripheral Consciousness - Arm Upgrades Ambusher Upgrade (ARMGUARD_UPG) Increases Firepower, Unit Health (when closed) Geothermal Armor Upgrade (ARMGEO_UPGRADE) Builds V-Spam Missiles, Increases Unit Health Orion Upgrade (ARMHLT_UPGRADE) Adds Radar Jamming, Firepower, Unit Health (when closed) Unit Repair Tower Upgrade (ARMASP_UPGRADE) Unit Repair Tower Upgrade Fusion Reactor Shield Upgrade (ARMFUS_UPGRADE) Increases Unit Health and Energy Output Vulcan Upgrade (ARMBRTHA_UPG) Increases Weapon Rate of Fire Aegis Upgrade (ARMSHGEN_UPG) Increases Shield Coverage Area, Reduces Disruption Condensed Armor Upgrade (ARMSFUS_UPGRADE) Increases Unit Health and Energy Output (Heavy Fusion Reactor) - Core Upgrades Geothermal Weapon Upgrade (CORGEO_UPGRADE) Builds Riot Cannon, Increases Unit Health Unit Repair Tower Upgrade (CORASP_UPGRADE) Unit Repair Tower Upgrade Toaster Upgrade (CORPUN_UPGRADE) Increases Firepower, Unit Health (when closed) Viper Upgrade (CORHLT_UPGRADE) Adds Radar Jamming, Firepower, Unit Health (when closed) Buzzsaw Upgrade (CORINT_UPGRADE) Increases Weapon Rate of Fire Fusion Reactor Shield Upgrade (CORFUS_UPGRADE) Increases Unit Health and Energy Output Heavy Shield Upgrade (CORSFUS_UPGRADE) Increases Unit Health and Energy Output (Anti-Matter Reactor) ----------- 14. CREDITS ----------- ESC was created, and is currently developed and maintained, by Wotan and The Registered One (aka TRO) along with WaRLOrD (buildpic, menu, mission, and tileset additions). If we have neglected any crucial contributors (early or later years) below, we apologize in advance and please let us know! Over the years there have been many contributors (directly or indirectly) to the amazing success of this mod including: Original LAN Players (pre-ESC) -Khane/Crmsn Jihad -Ludovico -Wizard -General Wave -Hunter -Warpuppy Engine/Back End: -Admiral_94 for multiple engine enhancements to totala.exe! -AJH/Thaldren for added work on edraw.dll enhancements making TA performance optimal for Windows 10/11 via ddraw wrapper! -R1ME for multiple eplayx.dll and Demo Recorder updates! -Sweedish Yankspankers for TA Demo Recorder - an awesome addition to TA! -Xon for crtical scripting extensions that have greatly expanded the capabilities of ESC! -xpoy for awesome edraw based updates including megamap, pathfinding, and custom ini configurations! Modding Support: -Archdragon for several groundbreaking model concepts in ESC that launched dozens more. -Bluewolf for hosting ESC over at tauniverse.com -Boogilizer (of TA:Devolution fame) for early mod and scripting support. -Draken and KmKickle for installer support. -IDEC for innovative weapon and script concepts and the very useful unit and weapon tag guides. -Keeper/SnakeInTheMirrior for custom side colors along with native support via totala.exe, early AI addons, and music support. -MattyWS for in game GUI resource bars and side panels along with a revised Arm Seaplane Plant build pic -Nightmare for early AI support -N72 for file format fixes, community patch coordination, and BP creation formating -TAfan97 (with some ongoing help from Fortitude) for ongoing and dedicated advanced AI and bugfix support -Vohvelieläin for supporting scripts, object parts, and new in-game concepts -Zodius for the most awesome and advanced 'true walking' script templates ever created -Zwzsg for advanced (and often experimental) scripting techniques (especially with transports) Multiplayer (elite player) Balance Testing and Feedback: -Dioxide, Dirty_Harry, Exe, FN, Harald, Race, Rampinazor, Stag Jr., TAG_Rock, Venom, and many, many others Original ESC online players - Forlog (Kazik), Krogoth, Terminator, Keeper, FTW, Woody, Oleg, Qaz, Norfolk, Zangofett, Zumsel, and many, many others Player/Community Support: -FN for TADA, Guides, and Competitive Escalation! -Harald, Rampinazor for TAESC Discord site setup Skirmish/Bug Testing/Feedback: -DannyU, Fauffi, Fortitude, REDshift, TAfan97 Unit/Play/Guides: -Dioxide, Woody, FN, Dirty Harry Maps (ESC Focused): -Dirty Harry [H], Norfolk (ZM), Dioxide [Diox], Race, Toaster, Rookie, TAG_Rock, LTA Deus Ex Machina Special Thanks -TRP Last Bully (hosting countless ESC games!) -TRP Gully (hosting map and ESC content for all) Modding Tools: -Immerman, Kinboat, TADD (3DO Builder, GAF Builder) -KhalvKalash (Scriptor) -Kinboat, C_A_P (Annihilator) -Armoured Fish (Mappy, GAF Explode, CheckTdf) -C_A_P (TnT) -Angus Johnson (Resource Hacker) -DannyU (Script Piece Checker) -Joe D (HPI View/Pack) -Various (UpSpring, Wings 3d, MS Photo Editor, PSP, Notepad++, HxD, FileZilla, sdesk, Milkshape, Blender, and many, many more) Copyright © 1997 Humongous Entertainment. All Rights Reserved. Copyright © 2023 The Registered One and Wotan