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taesc/ESC_READ_ME.txt

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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 Escation (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 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 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, shields, and unit 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 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. New ESC Features
11. Unit Changes
12. New Units
13. Credits
------------------------
1. The Aftermath of War
------------------------
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!
-----------------------
2. System Requirements
-----------------------
Minimum Requirements:
GAME: You must have a licensed copy of Total Annihlation 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 (ESC is optimized to fastest single CPU thread available)
RAM: 4GB
OS: Windows 7, 8, or 10/11
Storage: 4GB available storage
Media: MP3 Playback (included with Windows)
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
Optional
A sound card is recommended for maximum enjoyment of Total Annihilation, but 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 & Troubleshhoting
----------------------------------
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 supported (this is only optional and is not required for ESC, however).
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 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 (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.
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 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 frm 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 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 Battleroom
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)
T3ESC1.ufo - ESC Strategic (T3 units - requires ESC Basic, ESC Tactics optional
ESC Optional:
T4ESC1&2.ufo - ESC Utimate (T4 units - requires ESC Basic & Strategic, ESC Tactics optional)
../Music (all contents)
../TADemo (all contents)
-------------------
4. Game Components
-------------------
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. Your battlesuit will
temporarily absorb heavy weapon damage and self-repair slowly if it takes damage.
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. Its 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 battlefields 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 (Merged and Expanded!)
Order Buttons displays commands available to the unit currently selected. These commands
vary depending on the units 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!)
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 units 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.
Mega-Map (New!)
Displays the entire battlefield over your main battle map for a 'strategic' view and additonal details over the Mini-Map. Units (displayed as icon shapes) can be given orders with the Mega-Map. The Mega-Map can be accessed via the center mouse wheel (wheel roll) or via an assigned key function (configured by pressing CTRL+F2 Keys).
---------------
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 units aggressiveness and mobility. These orders will
determine your units 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
factorys Build menu to start production. Multiple clicks will queue up the build
orders. Right-click to cancel a build order from the queue.
----------------------------
8.1 Advanced Features (New!)
----------------------------
Whiteboard Key
Assign Whiteboard key (set via CTRL+F2 in game and usually 'X'). While holding down the assigned Whiteboard key, press and hold your right mouse button to draw lines anywhere on the main battlescreen. While holding down the assigned Whiteboard key, press and hold your left mouse button to erase any draw lines and markers
To place a marker (dot), move the mouse cursor to your desired location on the main battle map, hold down the assigned Whiteboard key, and press your center mouse wheel.
To add custom text with a marker, move the mouse cursor to your desired location on the main battle map, hold down the assigned Whiteboard key, and double click your right mouse button. Type text in the pop up box and press enter to place on the map.
Autoclick Key
To repeat construction of buildings rapidly, assign Autoclick key (set via CTRL+F2 in game). Select any building (usually Wind Generators or Solars) from any Constructor or Commander. While holding down the assigned Autoclick key, press and hold your left mouse button while dragging the curosr across the screen.
To surround a built structure in game with other new structures automtically, select any building (usually Dragon's Teeth) from any Constructor or Commander. While holding down the assigned Autoclick key, hover your mouse cursor over the desired structure or unit in game. When you see the selection of chosen structures surrounding the desired structure or unit, press the right mouse key to confirm the order.
---------------------
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
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)
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
---------------
9.1 ESC HOTKEYS
---------------
B| Select Heavy/Ballistic Defense
I| Select Intel Sensor OR Anti-Intel Sensor
J| Select Metal Maker OR Galactic Gate
L| Select Light/Special OR Strategic Defense
O| Select Anti-Air OR Torpedo Defense
Q| Select Metal Extractor OR Geothermal
U| Select Secondary Energy Resource OR Charge Emitter
W| Select Fortification OR Repair Facility
Y| Select Primary Energy Resource
Z| Select Medium/Energy Defense
----------------
10. ESC Features
----------------
NOTE: This section currently under development and will be updated in a future release
- Adjacancy / Pairing Bonuses
Certain units can be boosted by simply placing them next to one another for added Energy bonuses. Any unit maked with a 'power plug' symbol on it's menu picture in game can be paired in this way.
Specific benefits are:
T1 UW Fusions +50E (+100%)
T2 All Fusions +250E (+50%)
T3 Fusions +1250E (+25%)
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.
- Charging
Any unit displaying a blue bolt symbol on it's menu picture in game can 'charge' or boost any unit specified by a yellow bolt on it's menu picture. Charging units include the field emitter built by advanced construction units as well as tier-3 land and sea based carriers. Chargable 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 after the charging generator is built (and again only seen by the owner). In addition, charging effects are no longer shown at all to enemies outside of LOS and are only indicated to owner and allies by a subtle glow/animation effect. Other charging changes include:
While only a single Charger is required to boost a given unit, weapon charging efficiencies drop with higher tiered units:
T1 - 200% ROF / 0.5 reload time (LLT, HLT)
T2 - 150% ROF / 0.66 reload time (Anni, DDM, LRPC)
T3 - 125% ROF / 0.8 reload time (XRPC, RFLRPC, Bastion, Warden)
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):
T1 UW Fusions +25E (+50%)
T2 All Fusions +250E (+25%)
T3 Fusions +1250E (+12.5%)
- 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 symbol appearing above buildings within the coverage area) after a shield generator is built. However, 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 explosiions. 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 repair with construction units.
- Teleporting (Gates, Horizon, Nomad, Link, Ambassador)
- Transporting (manual and auto)
- Upgrades
- Unit Changes (by level/tier)
- Bug Fixes
- New Functions (guard, etc.)
- Offscreen
- AI
- Missions
----------------
11. Unit Changes
----------------
Coming Soon!
-------------
12. New Units
-------------
Coming Soon!
-----------
13. CREDITS
-----------
ESC was created, and is currently developed and maintained, by Wotan and The Registered One (aka TRO) with WaRLOrD providing buildpic, menu, mission, and tileset additions. If we have neglected any crucial contributors (early or later years) below, we apologies in advance and please let us know!
Over the years there have been many contibutors (directly or indirectly) to the amazing success of this mod including:
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!
-R1ME for multiple eplayx.dll updates!
-Sweedish Yankspankers for TA Demo Recorder - an awesome addition to TA!
-Xon for crtical scripting extensions that greatly expand the capabilities of TA and especially ESC!
-xpoy for awesome edraw based updates including megamap, pathfinding, and custom ini configurations!
Modding Support:
-Archdragon for several groudbreaking model concepts in ESC that launched a dozen more!
-Bluewolf for hosting ESC over at tauniverse.com
-Boogilizer (of TA:Devolution fame) for early mod and script support
-Draken and KmKickle for installer support
-IDEC for innovative weapon and script concepts and very useful unit and weapon tag guides!
-Keeper/SnakeInTheMirrior for custom side colors along with native support via totala.exe and early AI addons!
-MattyWS for in game GUI resource bars and side panels along with a revised Arm Seaplane Plant build pic!
-Nightmare for early AI support
-Vohvelieläin for supporting scripts, object parts, and new in-game concepts!
-TAfan97 (with some ongoing help from Fortitude) for ongoing and dedicated advanced AI and bugfix support!
-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 (PRO) Balance Testing and Feedback (9.x):
-Dioxide, Dirty_Harry, Exe, Harald, Race, Rampinazor, Forlog (Kazik), Terminator, FTW, TAG_Rock and manny, 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
Unit/Play/Guides:
-Dioxide, Woody, FN, Dirty Harry
Maps (ESC Focused):
-Dirty Harry, Norfolk, Dioxide, Race, Toaster, Rookie, TAG_Rock
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!)
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