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6 Commits
Author SHA1 Message Date
Axle1975 ba8aec3e5c Add tdraw.dll, tdraw.txt and LICENSE 2026-06-20 14:45:25 +10:00
Axle1975 dc0b15606e tatw-2.0b98 2026-06-20 13:45:40 +10:00
Axle1975 4ef380b3c9 tatw-2.0b97 2026-04-23 17:56:36 +10:00
Axle1975 e10fb63367 tatw-2.0b96 2026-01-14 17:42:19 +11:00
Axle1975 3f578ce371 tatw-2.0b95 2025-10-24 13:26:39 +11:00
Axle1975 04e02e3186 tatw-2.0b94 2025-09-08 11:19:13 +10:00
93 changed files with 1756 additions and 4 deletions
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text
TotalA.exe filter=lfs diff=lfs merge=lfs -text
tdraw.dll filter=lfs diff=lfs merge=lfs -text
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Beta 94
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Increased Arm Samson and Core Slasher line of sight and weapon range, reload, velocity, and area of effect.
Increased Arm Swatter, Core Slinger, and Core Exploiter weapon area of effect.
Removed firing ports from Arm Hulk and Core Envoy.
Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
Arm Guardian and Core Punisher scripts and weapons altered to support weapon switching. The ballistic weapon fires more slowly but with bigger damage and area of effect. Targeting uses X to switch and D to manually fire the ballistic weapon, like the Arm Fido.
Core Punisher armor increased a bit to compensate for it using the same weapons as the Guardian.
Arm Zipper and Core Pyro speeds increased to match Arm Peewee and Core A.K.
Core Pyro, Reaper, and Dragon's Maw weapons damage increased to 100% baseline (Was 50% baseline).
Core Bladewing and Arm Spider costs cut to 1/3.
Core Gimp metal cost increased (This was supposed to have been done in Beta 77, but was missed somehow. The other cost increases (energy, firepower, etc.) were already done then).
All Seaplanes reduced to be the same speed as their advanced aircraft counterparts, instead of being 10% faster.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon area of effect increased.
All flakker weapons set to line of sight instead of ballistic, allowing them to shoot at targets at a very high or low angle they couldn't before.
Arm Gremlin armor halved and firepower doubled.
Arm and Core Minelayer Nanolathe Turret build distance increased to match Fortification Turrets.
Arm Dragon's Claw and Core Dragon's Maw line of sight increased.
Arm Sneaky Pete and Veil and Core Castro and Shroud line of sight increased.
Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat weapons had their turn rate reduced to only allow them to hit targets in the outer 25% of their range (Previously the outer 75% of their range).
Core Banisher model altered to increase the height of the turret, allowing it to shoot over obstructions more easily.
Core Banisher weapon changed to allow it to hit an empty spot manually targeted on the ground.
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Beta 95
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed the dark green showing up as yellow on the minimap.
Minelaying units now have the same icon as constructors.
Fixed "slow" animations for water explosions.
(Thanks ChaoStorm!)
Fixed Arm Mumbo script to prevent the unit locking up and not firing when under heavy fire.
Arm Mumbo weapon damage increased.
Control G added to Arm Pelican.
Fixed a script bug that prevented Arm Guardians and Core Punishers from firing in ballistic mode until they'd fired at least once in direct-fire mode.
Seaplanes made more expensive and heavier than regular advanced aircraft:
Previously, Seaplanes had the same armor/firepower as advanced aircraft, but cost only 2/3s as much. This changes Seaplanes to cost 25% more than advanced aircraft, but keep the same weapons, so all of the extra cost goes into armor, boosting their armor by about 56% over advanced aircraft. However, they also move about 10% slower. This makes Seaplanes much more heavily armored for a relatively small increase in cost compared to advanced aircraft while keeping the same weapons.
Replaced Arm Sentinel and Core Gaat Gun models with their original OTA models which are shorter, but also target fast-moving units like Flash tanks more effectively.
Core Viper weapon area of effect increased.
Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
Arm Spirit cost increased, speed reduced, weapon range reduced, damage increased, and reload reduced.
Core Krow cost increased, speed reduced, weapon range reduced, and damage increased.
Arm Bantha weapon velocity increased to improve accuracy.
Core Cauterizer turn rate increased.
Arm and Core Commander explosion area of effect increased.
Arm and Core Decoy Commander explosion area of effect increased.
NOTE: This increase in the Commander blast area of effect prevents an enemy commander from destroying your commander with his anti-air missile from further away and surviving your blast. As always, remember that Commander blasts only affect units, leaving structures intact.
Arm and Core Micro Fusions cost and output reduced.
NOTE: This puts Micro Fusions at the same metal/energy efficiency as regular fusions, instead of 23% more efficient. They also produce less energy each, meaning they take up more space and are therefore more hazardous to use.
Arm and Core Amphibious Complex costs reduced 2/3 to equal the costs of Hovercraft Platforms.
NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
Hovers give better than T1 units, and a couple of advanced things like Micro Fusions, but mostly not advanced. Complexes give full-blown advanced units at half the cost of regular advanced, but you get a short list of units across both Kbots and Vehicles, so you'll just have to work with what you get.
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Beta 96
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Vehicle artillery put at 1/3 armor and triple firepower instead of 1/2 armor and double firepower. This affects the Arm Shellshocker, Mausser, and Luger, and Core Wolverine, Navarone, and Pillager.
Arm Invader and Core Roach armor increased.
Arm and Core Commander D-Gun range reduced.
Arm and Core Decoy Commander D-Gun range reduced.
Adjustment to prevent bomber/torpedo bomber stacking from being immune to area of effect damage.
Arm Janus now has the speed/acceleration/turn rate of a Jeffy, but uses 10 energy per second while moving and energy cost increased.
Core Leveler has 50% more armor and regenerates, but uses 10 energy per second (whether moving or not).
Core Shodan energy cost reduced.
Core Oppressor armor reduced and damage increased. Also the rocket moves faster.
Standardized energy make and energy use for almost all units at 1/100 their metal cost, so a 100 metal unit creates 1.0 energy per second, and while moving, uses 1.0 energy per second. There are exceptions, such as construction units, which make 1/10 their metal cost in energy, but still only use 1/100 while moving.
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Beta 97
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm and Core Advanced Vehicle, Kbot, Aircraft, and Shipyard factories now cost 50% more energy and metal.
NOTE: This should help extend the viability of T1 units, so jumping to Advanced doesn't happen as quickly, or if it does, it's riskier.
Arm Spider and Core Bladewing weapon paralysis time doubled to 2 seconds.
Arm Gremlins take reduced damage from their destroyed explosions just like Lemmings.
Core Rapiers do reduced damage to themselves with their weapons to help reduce self-damage to groups when attacking normally.
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Beta 98
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm Peewee and Core A.K. weapon ranges increased and damage reduced by 33%.
Janus speed, acceleration, and turn rate reduced and energy cost increased.
Special damage to stacked bombers reduced to do less damage to tightly grouped but not stacked units.
Arm Twilight and Moho Twilight line of sight and radar range increased.
Arm Condor and Core Vindicator speed reduced to 2/3s.
Arm Marauder and Core Shiva speed increased.
Arm Marauder weapon range increased, damage increased, area of effect increased, and now uses energy to fire.
Arm and Core Juno weapon now goes higher before targetting, reducing the chance of hitting nearby ridges.
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; Megamap Icon Settings
[Option] ; General Settings
FillColor=64; ; The color that will be replaced by the player color
TransparentColor=9; ; The color that will be replaced by transparency
SelectedColor=255; ; The color that will be shown only when the unit is selected
HoverColor=84; ; The color that will show when the icon is hovered on
UseCircleHover=FALSE; ; Enable or disable a drawn ring when hovered on, disabled by default
UseDefaultIcon=FALSE; ; Enable to use default icons, disable to use custom icons
[ICON] ; Custom Icons,One tag per icon, list them in order of which you want to search ofr first e.g "AIRCON" has higher priority than "VTOL"
Unknow=UNKNOWN.PCX;
Nothing=NONE.pcx;
NukeIcon=NUKEICON.pcx;
T3CON=T3CON.pcx
AIRCON2=AIRCONS2.pcx
AIRCON=AIRCONS.pcx
KCON2=KBOTCON2.pcx
KCON=KBOTCON.pcx
VCON2=TANKCON2.pcx
VCON=TANKCON.pcx
CSSHIP=CSSHIP.pcx
CSSUB=CSSUB.pcx
SEAPLANECON=SEAPLANECON.pcx
HOVERCON=HOVERCON.pcx
GANTRY=GANTRY.pcx
T3TANK=T3TANK.pcx
T3MECH=T3MECH.pcx
AAFUS=AAFUS.pcx
CAFUS=CAFUS.pcx
DEEPCORE=DEEPCORE.pcx
SHIP3=SHIP3.pcx
SUB3=SUB3.pcx
BUZZSAW=BUZZSAW.pcx
VULCAN=VULCAN.pcx
NUCLEAR=NUCLEAR.pcx
ANTINUKE=ANTINUKE.pcx
BEHEMOTH=BEHEMOTH.pcx
PRUDE=PRUDE.pcx
MOHOGEOTHERMAL=MOHOGEOTHERMAL.pcx
GEO=GEOTHERMAL.pcx
JUNO=JUNO.pcx
SEAPLANE=SEAPLANE.pcx
VTOL2=AIR2.pcx
KBOT2=KBOTT2.PCX
TANK2=TANK2.PCX
SHIP2=SHIP2.pcx
SUB2=SUB2.pcx
BERTHA=BERTHA.pcx
TIMMY=TIMMY.pcx
ARMFUS=ARMFUS.pcx
CORFUS=CORFUS.pcx
ARMMOHO=ARMMOHO.pcx
CORMOHO=CORMOHO.pcx
VTOL=AIRCRAFTCOMBAT.PCX
KBOT=KBOT.pcx
TANK=TANK.pcx
SHIP=NAVAL.pcx
SUB=SUB.pcx
MICRO=MICRO.pcx
ENERGY=ENERGY.pcx
COREXTRACT=COREXTRACT.pcx
EXTRACTOR=EXTRACTOR.pcx
CONVERTER=CONVERTER.pcx
STORAGE=STORAGE.pcx
GUN=GUN.pcx
ANTIAIR=ANTIAIR.pcx
INFORMATION2=INFORMATION2.pcx
INFORMATION=INFORMATION.pcx
MINE=MINE.pcx
HOVER=HOVER.pcx
VPFACTORY2=VFACTORY2.pcx
VPFACTORY=VFACTORY.pcx
HPFACTORY=HFACTORY.pcx
APFACTORY2=AFACTORY2.pcx
APFACTORY=AFACTORY.pcx
KFACTORY2=KFACTORY2.pcx
KFACTORY=KFACTORY.pcx
SHIPFACTORY2=NFACTORY2.pcx
SHIPFACTORY=NFACTORY.pcx
SPFACTORY=SPFACTORY.pcx
UWFACTORY=UWFACTORY.pcx
PLANT=FACTORY.PCX
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# TA Demo Recorder and Community Patch
## LICENSE
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
The MIT License (MIT)
Copyright (c) 2023 Axle1975, FunkyFr3sh
Copyright (c) 2019 Xpoy
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
The MIT License (MIT)
Copyright (c) 2015 Rime
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
The MIT License (MIT)
Copyright (c) 2015 Chaos
Copyright (c) 2003 Fnordia
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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; Total Annihilation v3.9.02 advanced settings
; Windowed mode will disable many TA v3.9.02 features (including some of these) and is not recommended
[Preferences] ; custom settings, if any entry is disabled the "TA v3.9.02 default" values will be used
UseVideoMemory=TRUE;
; Unit limit per player
; Set from 20 - 6553 (setting higher than 1500 may cause instability)
; TA v3.1 default is 250
; TA v3.9.02 default is 1500
UnitLimit = 1500;
; Pathfinding cycles
; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
; TA v3.1 default is 1333
; TA v3.9.02 default is 66650
AISearchMapEntries = 66650;
; Special effects limit (smoke, etc.)
; Setting too low (such as TA v3.1 default) will degrade visual quality
; This setting is still experimental, if you experience visual issues set to 400
; TA v3.1 default is 400
; TA v3.9.02 default is 20480
SfxLimit = 20480;
; Unit model size limit
; Set max width and height for unit model drawing buffer
; TA v3.1 default is 600x600
; TA v3.9.02 default is 1280x1280
X_CompositeBuf = 1280;
Y_CompositeBuf = 1280;
; Unit ID limit
; Set the maximum number of unique unit IDs
; TA v3.1 default is 512
; TA v3.9.02 default is 16000
UnitType = 16000;
; Weapon ID limit
; Set the maximum number of unique weapon IDs
; TA v3.1 default is 256
; TA v3.9.02 default is 16000
WeaponType = 16000;
; Weapon ID multiplayer patch
; Set to TRUE to enable increased Weapon ID limit in multiplayer
; Set to FALSE to allow increased Weapon ID limit only in single player
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE (Weapon ID limit increase not yet compatible with Replayer)
MultiGameWeapon = FALSE;
; Double-click selection
; Enable or disable the new "double-click to select all units of the same type on screen" feature
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
DoubleClick = TRUE;
; Expanded Multiplayer Sharing Menu
; Enable or disable the new expanded multiplayer sharing menu
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
ShareDialogExpand = TRUE;
; Main menu resolution adjuster
; Set to FALSE to keep main menu resolution at the default 640x480
; Set to TRUE to match main menu resolution to the in-game resolution set via options menu
; If TRUE, the main menu will not be upscaled to fit increased output resolution
; If resolution is not valid, the game will not start (use resolution overrider below to fix)
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE
MenuResolution = FALSE;
; Megamap
; Enable or disable the new megamap
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
FullScreenMinimap = TRUE;
; Megamap FPS Limit
MegamapFpsLimit = 1000;
; Megamap Icon Configuration File
; Set the location of the megamap's icon configuration file
; TA v3.9.02 default is .\Icon\iconcfg.ini
MegaMapConfig = .\Icon\iconcfg.ini;
; Megamap Configuration Settings
; Use the fields below to customize the megamap
; Megamap Mouse Wheel Zooming
; Enable or disable ability to zoom in and out of the megamap with the mouse wheel
; TA v3.9.02 default is TRUE;
WheelZoom = TRUE;
; Megamap Mouse Wheel Zoom In Mode
; Set to TRUE to zoom to the cursor location when rolling the wheel up from the megamap
; Set to FALSE to zoom to the previous camera location when rolling the wheel up from the megamap
; TA v3.9.02 default is TRUE;
WheelMoveMegaMap = TRUE;
; Megamap Double-Click to Zoom Option
; Enable or disable the option to zoom to the cursor location...
; ...when double-clicking terrain on the megamap
; TA v3.9.02 default is FALSE;
DoubleClickMoveMegamap = FALSE;
; Megamap Unit Icon Flashing When Under Attack
; Enable or disable megamap unit icon flashing when under attack
UnderAttackFlash=TRUE;
; Megamap Minimum Sensor Range Ring Distances
; Set the minimum sensor values required to display range rings on the megamap
; These settings could be helpful if you want to eliminate clutter from short-ranged rings
; TA v3.9.02 default is 0 for all sensors
MegamapRadarMinimum = 0;
MegamapSonarMinimum = 0;
MegamapSonarJamMinimum = 0;
MegamapRadarJamMinimum = 0;
MegamapAntiNukeMinimum = 0;
; Player Icon and Line Marker Colors
; Customize the colors of the player minimap/megamap icons and line markers
; Set from 0 to 255 to select colors from the TA indexed color palette
; These settings are disabled by default (remove the semicolons to enable)
Player1DotColors=227; ;Default is 227
Player2DotColors=203; ;Default is 212
Player3DotColors=99; ;Default is 80
Player4DotColors=234; ;Default is 235
Player5DotColors=108 ;Default is 108
Player6DotColors=149; ;Default is 219
Player7DotColors=38; ;Default is 208
Player8DotColors=198; ;Default is 93
Player9DotColors=18; ;Default is 130
Player10DotColors=179; ;Default is 67
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
PerPlayerMarkerWidth=10;
PerPlayerMarkerHeight=10;
PlayerMarkerPcx=Icon\smallcircle.pcx;
[REG] ; registry override settings, if any entry is disabled the last value used will be remembered
; Sound mode
; Set to 0 for no sound, 1 for mono sound, and 2 for 3D positional sound
; When set to 3D, the speaker layout is read from the Windows control panel
; All speaker layouts are supported by the 3D sound engine (stereo, 5.1, 7.1, etc.)
; TA v3.1 default is Mono (dword:1)
; TA v3.9.02 default is 3D (dword:2)
"Sound Mode" = dword:2
; Max number of simultaneous sounds before sounds are cut off
; Set from 2 - 32 for specific limits or 33 or higher for unlimited
; TA v3.1 default is 8 (dword:8)
; TA v3.9.02 default is 128 / unlimited (dword:128)
"MixingBuffers" = dword:128
; Default game speed
; Set from 0 - 20 (corresponding to game speed -10 to +10)
; Use plus and minus keys to adjust while playing
; TA and TA v3.9.02 default is 10 which is equivalent to Normal game speed (dword:10)
"GameSpeed" = dword:10
; Group selection hotkey modifier
; Set to 1 to select unit groups with number key and build menus with ALT + number key
; Set to 0 to select build menus with number key and unit groups with ALT + number key
; TA v3.1 default is 0 (dword:0)
; TA v3.9.02 default is 1 (dword:1)
"SwitchAlt" = dword:1
; Max number of players in skirmish mode
; Set from 2 - 10
; TA v3.1 default is 4 (dword:4)
; TA v3.9.02 default is 10 (dword:10)
"NumSkirmishPlayers" = dword:10
; Default setting for display of chat messages from other players
; Set to 1 to enable and 0 to disable
; Use "+screenchat" command in-game to toggle setting for the current game
; TA and TA v3.9.02 default is 1
"ScreenChat" = dword:1
; Music playback mode
; Set to 1 for Play All, 2 for Random, 3 for Repeat, and 4 for Custom.
; When set to Custom, the game will attempt to use the dynamic build/battle system...
; ...however this mode is buggy and almost never works correctly on modern systems...
; ...resulting in only a single track being played, either stopping thereafter (CD version)...
; ...or looping forever (MP3 version), therefore Random is best for most people
; TA v3.1 default is Custom (dword:4)
; TA v3.9.02 default is Random (dword:2)
"CDMode" = dword:2
; Resolution overrider (disabled by default)
; Use this to override the resolution set in the options menu (remove semicolons to enable)
; All resolutions and aspect ratios supported by your setup are supported by the game...
; ...as long as they are available in 8-bit color depth (if not, create a custom resolution)
; If you set a resolution not supported by your setup (driver or display) the game will crash
; The override is set at game launch, using options menu will defeat override until next launch
; Example: dword:1920 x dword:1080 (1920x1080)
;"DisplayModeWidth" = dword:1920
;"DisplayModeHeight" = dword:1080
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May 8, 2025
June 19, 2026
TA:T v2.0 Beta 98:
Arm Peewee, Courier, and Condor weapon [PEEWEE_EMG] range increased to 480 (360) and damage reduced to 12 (16).
Core A.K., Emissary, and Vindicator weapon [AK_LASER] range increased to 480 (360) and damage reduced to 19 (25).
NOTE: This should make Peewees and A.K.s a little more competitive in the cheap/non-specialized damage role.
Arm Janus description changed to "Twin Rocket Launcher w/ Ovrchrged Drivetrain(-15E while moving)" ("Twin Rocket Launcher w/ Ovrchrged Drivetrain(-10E while moving)"), energy use increased to 15.0 (10.0), speed reduced to 3.4555 (3.943), acceleration reduced to 0.025 (0.035), and turn rate reduced to 534 (742).
NOTE: This reduces the turn rate, speed, and acceleration to about half-way between the Jeffy values and the original Janus values, making them still quite nimble, but harder to use to attack while constantly staying out of range of enemies.
[SMALL_UNITEX] special damage to Arm Thunder reduced to 300 (360) and Core Shadow set to 360 (400).
[MEDIUM_UNITEX] special damage to Arm Phoenix reduced to 1033 (1240), Core Hurricane reduced to 1200 (1440), Arm Lancet reduced to 642 (770), Core Titan reduced to 733 (880), Arm Albatross reduced to 992 (1190), Core Typhoon reduced to 1142 (1370), Arm Tsunami reduced to 1608 (1930), and Core Maelstrom reduced to 1858 (2230).
NOTE: This reduced special damage should be less punishing to bombers that are in a tight group but not perfectly "stacked".
Arm Twilight line of sight increased to 855 (700) and radar range increased to 1160 (950).
Arm Moho Twilight line of sight increased to 1221 (1000) and radar range increased to 1832 (1500).
NOTE: This gives more passive line of sight and radar coverage from Twilights and Moho Twilights.
Arm Condor speed reduced to 4.667 (7).
Core Vindicator speed reduced to 4.242 (6.3636).
NOTE: This cuts air transport speeds to 2/3s, giving more time for defenses to damage them and the enemy to react.
Arm Marauder speed increased to 1.7625 (1.6025).
Arm Marauder weapon [ARMMECH_CANNON] area of effect increased to 64 (48), edge effectiveness increased to 0.5 (0), range increased to 600 (480), energy per shot increased to 128 (0), damage increased to 460 (383), explosiongaf set to yellowboom (fx), explosionart set to yellowboom (explode5), and description changed to "Amph.Ranged energy blast KBot w/AA(1/3 dmg grnd)Fast/Maneuvrble" ("Amphib Heavy KBot w/ AA (1/3 dmg to non-air)(Fast/Maneuverable)").
NOTE:
With more range, damage, and area of effect, the Marauder should be more effective.
Core Shiva speed increased to 1.6023 (1.4563).
Arm and Core Juno weapon [Juno_Pulse] weapon timer increased to 0.5 (0.25).
NOTE: This will let the blast gain more altitude before heading towards the target, making it less likely to hit obstacles, like ridges.
April 21, 2026
TA:T v2.0 Beta 97:
Arm Advanced Vehicle Plant energy cost increased to 77018 (51345), metal cost increased to 6300 (4200), and build time increased to 126000 (84000).
Arm Advanced Kbot Lab energy cost increased to 65442 (43628), metal cost increased to 5355 (3570), and build time increased to 107100 (71400).
Arm Advanced Aircraft Plant energy cost increased to 93660 (62440), metal cost increased to 7665 (5110), and build time increased to 153300 (102200).
Arm Advanced Shipyard energy cost increased to 115553 (77035), metal cost increased to 9450 (6300), and build time increased to 189000 (126000).
Core Advanced Vehicle Plant energy cost increased to 79590 (53060), metal cost increased to 6510 (4340), and build time increased to 133539 (89026).
Core Advanced Kbot Lab energy cost increased to 67844 (45229), metal cost increased to 5552 (3701), and build time increased to 113885 (75923).
Core Advanced Aircraft Plant energy cost increased to 96233 (64155), metal cost increased to 7875 (5250), and build time increased to 161538 (107692).
Core Advanced Shipyard energy cost increased to 118388 (78925), metal cost increased to 9687 (6458), and build time increased to 198693 (132462).
Wreckage metal values adjusted for the above.
NOTE: This should help extend the viability of T1 units, so jumping to Advanced doesn't happen as quickly, or if it does, it's riskier.
Arm Spider and Core Bladewing weapon [ARM_PARALYZER] damage increased to 60 (30) and the special damage to features increased to 600 (300).
Arm Maverick description changed to "Lightly Armored Heavy Offensive Gauss Kbot" ("Lightly Armored Heavy Offensive Kbot").
Arm Lemming and Gremlin destroyed explosion special damage to Gremlins reduced to 9 (Was default damage of 439).
NOTE: This means Gremlins take reduced damage from their explosions just like Lemmings do.
Core Rapier weapon [VTOL_ROCKET] special damage to Rapiers set to 64 (Default damage of 256).
NOTE: This is to help groups of Rapiers not blow themselves up when attacking targets.
January 4, 2026
TA:T v2.0 Beta 96:
Arm Shellshocker armor reduced to 455 (683).
Arm Shellshocker weapon [TAWF113_weapon] damage increased to 315 (210).
Core Wolverine armor reduced to 515 (773).
Core Wolverine weapon [CORWOLV_GUN] damage increased to 357 (238).
Arm Mausser armor reduced to 684 (1130).
Core Navarone armor reduced to 796 (1194).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] damage increased to 433 (289).
Arm Luger armor reduced to 1295 (1943).
Arm Luger weapon [ARM_ARTILLERY] damage increased to 733 (489).
Core Pillager armor reduced to 1565 (2348).
Core Pillager weapon [CORE_ARTILLERY] damage increased to 903 (602).
NOTE: This puts vehicle artillery at 1/3 armor and triple firepower instead of 1/2 armor and double firepower.
Arm Invader armor increased to 1002 (771).
Core Roach armor increased to 1155 (882).
Arm and Core Commander weapon [ARM_DISINTEGRATOR] range reduced to 250 (400).
Arm and Core Decoy Commander weapon [DECOY_DISINTEGRATOR] range reduced to 250 (400).
NOTE: This should help Commanders to be a little more vulnerable to being overrun by groups of units, especially T1 units, so that using them to hold an area may be a riskier choice than before. They're still quite strong, but shorter ranged units are more likely to survive long enough to at least get a shot or two in before being disintegrated. This puts the range back to what it was in Beta 19.
Fixed a typo for the Arm Lancet self-destruct explosion:
Changed it to SelfDestructAs=MEDIUM_UNIT; (SelfDestructA06.2s=MEDIUM_UNIT;)
[SMALL_UNITEX] special damage to Arm Thunder set to 360 (default of 50) and Core Shadow set to 400 (default of 50).
[MEDIUM_UNITEX] special damage to Arm Phoenix set to 1240 (default of 125), Core Hurricane set to 1440 (default of 125), Arm Lancet set to 770 (default of 125), Core Titan set to 880 (default of 125), Arm Albatross set to 1190 (default of 125), Core Typhoon set to 1370 (default of 125), Arm Tsunami set to 1930 (default of 125), and Core Maelstrom set to 2230 (default of 125).
NOTE: This means the [SMALL_UNITEX] and [MEDIUM_UNITEX] weapons now do extra damage to regular bombers and advanced bombers/torpedo bombers, respectively, which is the explosion they each have when destroyed. This is to prevent "stacked" bombers (bombers right on top of each other) from ignoring area of effect damage. Instead, when one in the "stack" is destroyed, the rest take enough damage to be destroyed from the explosion and all are destroyed. This should only destroy bombers stacked on top of each other within a pixel or two of each other, simulating the area of effect damage of, say, a Flakker, damaging all the units in the stack, as should happen.
Arm Warrior description changed to "Medium Infantry Gauss Kbot" ("Medium Infantry Kbot").
Core Berserker description changed to "Medium Infantry Laser Kbot" ("Medium Infantry Kbot").
Arm Janus description changed to "Twin Rocket Launcher w/ Ovrchrged Drivetrain(-10E while moving)" ("Twin Medium Rocket Launcher"), energy cost increased to 2108 (1405), energy use increased to 10.0 (0.5), speed increased to 3.943 (2.968), acceleration increased to 0.035 (0.015), and turn rate increased to 742 (325).
NOTE: This is an experimental change. The Janus uses 10 energy per second while moving, but has the speed, acceleration, and turn rate of a Jeffy. They also cost 50% more energy over the standard to reflect the more advanced technology used in their construction.
Core Leveler description changed to "Mobile Riot Cannon with Reinforced/Regen. Armor (+50%/-10E)" ("Mobile Riot Cannon"), armor increased to 2948 (1965), energy use increased to 10.0 (0.3), added "HealTime=4;" to enable regeneration, and added "ActivateWhenBuilt=1;".
NOTE: This is an experimental change. The Leveler uses 10 energy per second at all times (Whether moving or not), but has 50% more armor than it otherwise would, and the armor slowly regenerates as well (Regeneration, as usual, drains additional energy while active). Levelers already cost 50% more energy than the baseline.
Core Shodan energy cost reduced to 2018 (3027).
NOTE: This removes the 50% extra energy cost of Shodans.
Core Oppressor armor reduced to 219 (328) and description changed to "Light Vertical Launch Rocket Kbot" ("Light Vertical Launch Rocket Kbot (Can't hit close targets).").
Core Oppressor weapon [OPPRESSOR_ROCKET] damage increased to 608 (405), weapon velocity increased to 700 (415), weapon acceleration increased to 80 (38), turnrate increased to 28384 (8410), and weapontimer reduced to 2 (4).
NOTE: This puts the Oppressor at 1/3 armor and triple firepower instead of 1/2 armor and double firepower. Also, since the rocket doesn't track, I put it back to the older-style faster movement.
Arm Construction Kbot energy make increased to 5.4 (5.3), energy use reduced to 0.5 (8), metal make reduced to 0.1 (0.11), energy storage unchanged at 50, metal storage reduced to 5 (50), and description changed to "Tech Level 1 (90 Build Power +5.4E/+0.1M)" ("Tech Level 1 (90 Build Power)").
Arm Peewee energy make increased to 0.4 (0.3) and energy use increased to 0.4 (0.3).
Arm Jethro energy make and energy use unchanged at 0.4.
Arm Rocko energy make increased to 0.8 (0.6) and energy use increased to 0.8 (0.6).
Arm Hammer energy make reduced to 0.5 (0.6) and energy use reduced to 0.5 (0.6).
Arm Warrior energy make increased to 1.4 (0.5) and energy use increased to 1.4 (0.5).
Arm Flea energy make reduced to 0.1 (0.4) and energy use reduced to 0.1 (0.4).
Arm Tripod energy make increased to 0.6 (0) and energy use increased to 0.6 (0.5).
Arm and Core Nexus energy make reduced to 1.8 (2.6) and energy use reduced to 1.8 (2.5).
Core Construction Kbot energy make increased to 5.7 (5.3), energy use reduced to 0.6 (8), metal make reduced to 0.1 (0.11), energy storage unchanged at 50, metal storage reduced to 5 (50), and description changed to "Tech Level 1 (90 Build Power +5.7E/+0.1M)" ("Tech Level 1 (90 Build Power)").
Core A.K. energy make increased to 0.4 (0.3) and energy use increased to 0.4 (0.3).
Core Crasher energy make reduced to 0.4 (0.6) and energy use reduced to 0.4 (0.6).
Core Storm energy make increased to 0.8 (0.6) and energy use increased to 0.8 (0.6).
Core Thud energy make reduced to 0.5 (0.6) and energy use reduced to 0.5 (0.6).
Core Berserker energy make increased to 1.5 (0.3) and energy use increased to 1.5 (0.3).
Core Scorpion energy make increased to 0.6 (0.3) and energy use increased to 0.6 (0).
Core Oppressor energy make increased to 0.8 (0.7) and energy use increased to 0.8 (0.7).
Arm Construction Vehicle energy make increased to 20.4 (20), energy use reduced to 2.0 (20), metal make unchanged at 0.4, energy storage increased to 200 (100), metal storage reduced to 20 (100), line of sight increased to 240 (218), and description changed to "Tech Level 1 (150 Build Power +20.4E/+0.4M)" ("Tech Level 1 (150 Build Power)").
Arm Jeffy energy make increased to 0.5 (0.2) and energy use increased to 0.5 (0.2).
Arm Flash energy make increased to 1.0 (0.5) and energy use increased to 1.0 (0.5).
Arm Stumpy energy make increased to 2.3 (0.6) and energy use increased to 2.3 (0.6).
Arm Samson energy make increased to 1.0 (0.5) and energy use increased to 1.0 (0.5).
Arm Lemming energy make increased to 0.3 (0) and energy use increased to 0.3 (0.1).
Arm Podger energy make increased to 2.0 (1) and energy use increased to 2.0 (1).
Arm Pincer energy make increased to 1.1 (0.5) and energy use increased to 1.1 (0.5).
Arm Shellshocker energy make increased to 1.4 (1.0) and energy use increased to 1.4 (1.0).
Arm Janus energy make increased to 1.5 (0.5).
Arm Beaver energy make increased to 20.4 (20), energy use reduced to 2.0 (20), metal make unchanged at 0.4, energy storage increased to 200 (100), metal storage reduced to 20 (100), line of sight increased to 240 (218), and description changed to "Amphibious Construction Vehicle (150 Build Power +20.4E/+0.4M)" ("Amphibious Construction Vehicle (150 Build Power)").
Arm Courier energy make increased to 2.5 (5) and energy use increased to 2.5 (1).
Core Construction Vehicle energy make increased to 21.7 (20), energy use reduced to 2.2 (20), metal make unchanged at 0.4, energy storage increased to 200 (100), metal storage reduced to 20 (100), line of sight increased to 240 (218), and description changed to "Tech Level 1 (150 Build Power +21.7E/+0.4M)" ("Tech Level 1 (150 Build Power)").
Core Weasel energy make increased to 0.5 (0.3) and energy use increased to 0.5 (0.3).
Core Instigator energy make increased to 1.1 (0.5) and energy use increased to 1.1 (0.5).
Core Raider energy make increased to 2.3 (0.6) and energy use increased to 2.3 (0.6).
Core Slasher energy make increased to 1.1 (0.5) and energy use increased to 1.1 (0.5).
Core Leveler energy make increased to 2.3 (0.3).
Core Spoiler energy make increased to 2.2 (1) and energy use increased to 2.2 (1).
Core Garpike energy make increased to 1.1 (0.9) and energy use increased to 1.1 (0.7).
Core Wolverine energy make increased to 1.5 (0.5) and energy use increased to 1.5 (0.5).
Core Shodan energy make increased to 2.1 (0.3) and energy use increased to 2.1 (0.3).
Core Muskrat energy make increased to 21.7 (20), energy use reduced to 2.2 (20), metal make unchanged at 0.4, energy storage increased to 200 (100), metal storage reduced to 20 (100), line of sight increased to 240 (218), and description changed to "Amphibious Construction Vehicle (150 Build Power +21.7E/+0.4M)" ("Amphibious Construction Vehicle (150 Build Power)").
Core Emissary energy make increased to 2.5 (5) and energy use increased to 2.5 (1).
Arm Construction Ship energy make increased to 25.5 (24.8), energy use reduced to 2.6 (24.8), metal make unchanged at 0.48, energy storage increased to 250 (100), metal storage reduced to 25 (100), and description changed to "Tech Level 1 (210 Build Power +25.5E/+0.48M)" ("Tech Level 1 (210 Build Power)").
Arm Skeeter energy make increased to 1.1 (0.2) and energy use increased to 1.1 (0.2).
Arm Decade energy make increased to 3.2 (1) and energy use increased to 3.2 (1).
Arm Lurker energy make increased to 4.5 (0.4) and energy use increased to 4.5 (0.4).
Arm Crusader energy make increased to 7.4 (2) and energy use increased to 7.4 (2).
Arm Hulk energy make increased to 4.1 (0.3) and energy use increased to 4.1 (0.3).
Arm Valiant energy make increased to 2.6 (0.5) and energy use increased to 2.6 (0.5).
Core Construction Ship energy make increased to 26.6 (24.8), energy use reduced to 2.6 (24.8), metal make unchanged at 0.48, energy storage increased to 250 (100), metal storage reduced to 25 (100), and description changed to "Tech Level 1 (210 Build Power +25.5E/+0.48M)" ("Tech Level 1 (210 Build Power)").
Core Searcher energy make increased to 1.1 (0.23) and energy use increased to 1.1 (0.23).
Core Supporter energy make increased to 3.3 (1) and energy use increased to 3.3 (1).
Core Snake energy make increased to 4.5 (0.4) and energy use increased to 4.5 (0.4).
Core Enforcer energy make increased to 7.5 (1.9) and energy use increased to 7.5 (1.9).
Core Envoy energy make increased to 4.2 (0.3) and energy use increased to 4.2 (0.3).
Core Limiter energy make increased to 2.6 (0.5) and energy use increased to 2.6 (0.5).
Arm Construction Aircraft energy make increased to 11.5 (8), energy use reduced to 1.2 (8), metal make increased to 0.2 (0.16), energy storage increased to 100 (50), metal storage reduced to 10 (50), and description changed to "Tech Level 1 (60 Build Power +11.5E/+0.2M)" ("Tech Level 1 (60 Build Power)").
Arm Peeper energy make increased to 0.3 (0.2) and energy use increased to 0.3 (0.2).
Arm Freedom Fighter energy make reduced to 0.3 (0.7) and energy use reduced to 0.3 (0.7).
Arm Thunder energy make reduced to 0.9 (1.1) and energy use reduced to 0.9 (1.1).
Arm Banshee energy make increased to 1.0 (0.8) and energy use increased to 1.0 (0.8).
Arm Bee energy make increased to 0.8 (0.1) and energy use increased to 0.8 (0.1).
Arm Atlas energy make increased to 0.7 (0.6) and energy use increased to 0.7 (0.6).
Arm Condor energy make reduced to 2.6 (3.4) and energy use reduced to 2.6 (3.4).
Core Construction Aircraft energy make increased to 12.1 (8), energy use reduced to 1.2 (8), metal make increased to 0.2 (0.16), energy storage increased to 100 (50), metal storage reduced to 10 (50), and description changed to "Tech Level 1 (60 Build Power +12.1E/+0.2M)" ("Tech Level 1 (60 Build Power)").
Core Fink energy make increased to 0.3 (0.2) and energy use increased to 0.3 (0.2).
Core Avenger energy make reduced to 0.3 (0.8) and energy use reduced to 0.3 (0.8).
Core Shadow energy make unchanged at 0.9 and energy use unchanged at 0.9.
Core Venom energy make increased to 1.1 (0.8) and energy use increased to 1.1 (0.8).
Core Bladewing energy make reduced to 0.1 (2) and energy use increased to 0.1 (0).
Core Valkyrie energy make unchanged at 0.7 and energy use unchanged at 0.7.
Core Vindicator energy make unchanged at 2.7 and energy use unchanged at 2.7.
Arm Construction Hovercraft energy make increased to 30.6 (24), energy use reduced to 3.1 (24), metal make increased to 0.6 (0.48), energy storage increased to 600 (150), metal storage reduced to 30 (150), and description changed to "Tech Level 1.5 (300 Build Power +30.6E/+0.6M)" ("Tech Level 1.5 (300 Build Power)").
Arm Skimmer energy make reduced to 1.6 (2.6) and energy use reduced to 1.6 (2.6).
Arm Anaconda energy make increased to 3.4 (2.6) and energy use increased to 3.4 (2.6).
Arm Swatter energy make increased to 1.6 (2.6) and energy use increased to 1.6 (2.6).
Arm Wombat energy make unchanged at 2.6 and energy use unchanged at 2.6.
Arm Bear energy make increased to 4.4 (2.4) and energy use increased to 4.4 (2.4).
Arm Mausser energy make reduced to 2.2 (2.8) and energy use reduced to 2.2 (2.8).
Arm Concealer energy make increased to 0.8 (9), energy use unchanged at 23, and description changed to "Radar-Jamming Hovercraft (-23E)" ("Radar-Jamming Hovercraft").
Arm Spotter energy make reduced to 1.7 (7.5) and energy use unchanged at 36.
Core Construction Hovercraft energy make increased to 32.6 (24), energy use reduced to 3.3 (24), metal make increased to 0.6 (0.48), energy storage increased to 600 (150), metal storage reduced to 30 (150), and description changed to "Tech Level 1.5 (300 Build Power +32.6E/+0.6M)" ("Tech Level 1.5 (300 Build Power)").
Core Scrubber energy make reduced to 1.6 (2.6) and energy use reduced to 1.6 (2.6).
Core Snapper energy make increased to 3.5 (2.1) and energy use increased to 3.5 (2.1).
Core Slinger energy make increased to 1.6 (2.6) and energy use increased to 1.6 (2.6).
Core Nixer energy make increased to 2.8 (2.6) and energy use increased to 2.8 (2.6).
Core Turtle energy make increased to 4.6 (2.3) and energy use increased to 4.6 (2.3).
Core Navarone energy make increased to 2.2 (2.1) and energy use increased to 2.2 (2.1).
Core Blotter energy make reduced to 0.8 (9), energy use unchanged at 23, and description changed to "Radar-Jamming Hovercraft (-23E)" ("Radar-Jamming Hovercraft")
Core Watcher energy make reduced to 1.7 (7.5) and energy use unchanged at 36.
Core Clasher energy make increased to 6.9 (3.5) and energy use increased to 6.9 (3.5).
Arm Advanced Construction Kbot energy make increased to 10.8 (11), energy use reduced to 1.1 (16), metal make reduced to 0.2 (0.21), energy storage increased to 300 (100), metal storage reduced to 10 (100), and description changed to "Tech Level 2 (270 Build Power +10.8E/+0.2M)" ("Tech Level 2 (270 Build Power)").
Arm Zeus energy make increased to 4.2 (1.1) and energy use increased to 4.2 (1.1).
Arm Fido energy make increased to 2.2 (0.8) and energy use increased to 2.2 (0.8).
Arm Invader energy make increased to 1.3 (0.1) and energy use increased to 1.3 (0.1).
Arm Eraser energy make reduced to 0.5 (10), energy use unchanged at 16, and description changed to "Radar Jammer Kbot (-16E)" ("Radar Jammer Kbot").
Arm Zipper energy make increased to 1.2 (0.4) and energy use increased to 1.2 (0).
Arm Maverick energy make increased to 4.3 (0.4) and energy use increased to 4.3 (0.4).
Arm Tick energy make increased to 2.8 (0) and energy use increased to 2.8 (0.4).
Arm Marky energy make reduced to 1.0 (4.5) and energy use unchanged at 18.
Arm Spider energy make reduced to 0.3 (0.7) and energy use reduced to 0.3 (0.7).
Arm Pelican energy make increased to 2.1 (0.4) and energy use increased to 2.1 (0.4).
Arm Sharpshooter energy make increased to 3.6 (0.9) and energy use increased to 3.6 (0.9).
Arm Infiltrator energy make reduced to 2.6 (25) and energy use unchanged at 93.
Arm Decoy Commander energy make unchanged at 25 and energy use increased to 4.8 (0).
Arm Rector energy make increased to 2.6 (0.5) and energy use increased to 2.6 (0.4).
Arm FARK energy make reduced to 0.7 (12), energy use reduced to 0.7 (12), and metal make reduced to 0 (0.24).
Arm Marauder energy make reduced to 5.6 (19) and energy use increased to 5.6 (1.1).
Arm FatBoy energy make increased to 6.4 (5.1) and energy use increased to 6.4 (5).
Arm PomPom energy make increased to 1.8 (0.6) and energy use increased to 1.8 (0.6).
Core Advanced Construction Kbot energy make increased to 11.5 (11), energy use reduced to 1.2 (16), metal make reduced to 0.2 (0.21), energy storage increased to 300 (100), metal storage reduced to 10 (100), and description changed to "Tech Level 2 (270 Build Power +11.5E/+0.2M)" ("Tech Level 2 (270 Build Power)").
Core Pyro energy make increased to 1.3 (1.1) and energy use increased to 1.3 (1.1).
Core Can energy make increased to 4.5 (0.8) and energy use increased to 4.5 (0.8).
Core Roach energy make increased to 1.3 (0.1) and energy use increased to 1.3 (0.1).
Core Spectre energy make increased to 0.5 (10) energy use unchanged at 16, and description changed to "Radar Jammer Kbot (-16E)" ("Radar Jammer Kbot").
Core Freaker energy make increased to 0.9 (12), energy use increased to 0.9 (12), and metal make reduced to 0 (0.24).
Core Morty energy make increased to 1.5 (1) and energy use increased to 1.5 (1).
Core Dominator energy make increased to 2.0 (0.6) and energy use increased to 2.0 (0.6).
Core Voyeur energy make reduced to 1.0 (4.5) and energy use unchanged at 18.
Core Sumo energy make reduced to 8.0 (20) and energy use increased to 8.0 (2.8).
Core Gimp energy make increased to 3.0 (0.4) and energy use increased to 3.0 (0.4).
Core Skuttle energy make increased to 3.4 (0.2) and energy use increased to 3.4 (0.2).
Core Parasite energy make reduced to 2.8 (25) and energy use unchanged at 93.
Core Decoy Commander energy make unchanged at 25 and energy use increased to 4.7 (0).
Core Necro energy make increased to 2.5 (0.4) and energy use increased to 2.5 (0.4).
Core Commando energy make increased to 4.1 (0.8) and energy use increased to 4.1 (0.8).
Core Shiva energy make increased to 6.0 (2.1) and energy use increased to 6.0 (2.1).
Core Aries energy make increased to 1.8 (0.4) and energy use increased to 1.8 (0.4).
Arm Advanced Construction Vehicle energy make increased to 40.8 (40), energy use reduced to 4.1 (40), metal make unchanged at 0.8, energy storage increased to 1200 (200), metal storage reduced to 40 (200), line of sight increased to 240 (218), and description changed to "Tech Level 2 (450 Build Power +40.8E/+0.8M)" ("Tech Level 2 (450 Build Power)").
Arm Triton energy make increased to 4.5 (0.5) and energy use increased to 4.5 (0.5).
Arm Bulldog energy make increased to 10.4 (0.8) and energy use increased to 10.4 (0.8).
Arm Jammer energy make reduced to 1.0 (11.5) energy use unchanged at 31, and description changed to "Radar Jammer Vehicle (-31E)" ("Radar Jammer Vehicle").
Arm Luger energy make increased to 4.1 (0.5) and energy use increased to 4.1 (0.5).
Arm Recluse energy make increased to 3.2 (0.7) and energy use increased to 3.2 (0.7).
Arm Seer energy make increased to 2.2 (5) and energy use unchanged at 32.
Arm MERL energy make increased to 5.3 (0.5) and energy use increased to 5.3 (0.5).
Arm Penetrator energy make increased to 9.8 (5.2), energy use increased to 9.8 (5.2), and description changed to "Mobile Tachyon Weapon (1177E/shot)" ("Mobile Tachyon Weapon").
Arm Phalanx energy make increased to 4.2 (0.5) and energy use increased to 4.2 (0.5).
Arm Scarab energy make increased to 9.6 (0) and energy use increased to 9.6 (0).
Arm Gremlin energy make increased to 2.1 (0.9) and energy use increased to 2.1 (0.9).
Arm Panther energy make increased to 2.2 (1.5) and energy use increased to 2.2 (1.5).
Arm MRU energy make unchanged at 500 and energy use increased to 20.5 (0).
Arm Mumbo energy make reduced to 4.3 (5.0) and energy use reduced to 4.3 (5.0).
Arm Hermes energy make increased to 6.2 (0.5) and energy use increased to 6.2 (0.5).
Arm Consul energy make increased to 1.6 (20), energy use reduced to 1.6 (20), and metal make reduced to 0 (0.24).
Arm Demolisher energy make increased to 6.4 (4) and energy use increased to 6.4 (4).
Core Advanced Construction Vehicle energy make increased to 43.4 (40), energy use reduced to 4.3 (40), metal make unchanged at 0.8, energy storage increased to 1200 (200), metal storage reduced to 40 (200), line of sight increased to 240 (218), and description changed to "Tech Level 2 (450 Build Power +43.4E/+0.8M)" ("Tech Level 2 (450 Build Power)").
Core Croc energy make increased to 2.3 (0.5) and energy use increased to 2.3 (0.5).
Core Reaper energy make increased to 4.7 (0.8) and energy use increased to 4.7 (0.8).
Core Deleter energy make increased to 1.0 (11.5), energy use unchanged at 31, and description changed to "Radar Jammer Vehicle (-31E)" ("Radar Jammer Vehicle").
Core Pillager energy make increased to 4.5 (0.4) and energy use increased to 4.5 (0.4).
Core Goliath energy make increased to 10.7 (0.5) and energy use increased to 10.7 (0.5).
Core Informant energy make reduced to 2.2 (5) and energy use unchanged at 32.
Core Diplomat energy make increased to 5.6 (0.5) and energy use increased to 5.6 (0.5).
Core Hedgehog energy make increased to 10.0 (0) and energy use increased to 10.0 (0).
Core Copperhead energy make increased to 4.3 (0.3) and energy use increased to 4.3 (0.8).
Core Poison Arrow energy make increased to 6.8 (2.1) and energy use increased to 6.8 (2.1).
Core Banisher energy make increased to 10.0 (1.1) and energy use increased to 10.0 (1.1).
Core Termite energy make increased to 6.9 (0.7) and energy use increased to 6.9 (0.7).
Core MRU energy make unchanged at 500 and energy use increased to 20.0 (0).
Core Tremor energy make increased to 10.0 (2.1) and energy use increased to 10.0 (2.1).
Core Intruder energy make increased to 12.6 (2.6) and energy use increased to 12.6 (2.9).
Arm Advanced Construction Sub energy make increased to 51.0 (49.6), energy use reduced to 5.1 (49.6), metal make increased to 1.0 (0.96), energy storage increased to 1500 (200), metal storage reduced to 50 (200), and description changed to "Tech Level 2 (630 Build Power +51.0E/+1.0M)" ("Tech Level 2 (630 Build Power)").
Arm Conqueror energy make increased to 14.0 (2.6) and energy use increased to 14.0 (2.5).
Arm Millennium energy make reduced to 40.3 (100) and energy use reduced to 40.3 (48).
Arm Piranha energy make increased to 10.5 (0.5) and energy use increased to 10.5 (0.5).
Arm Colossus energy make unchanged at 500 and energy use increased to 40.7 (15).
Arm Ranger energy make increased to 12.6 (0.8) and energy use increased to 12.6 (0.8).
Arm Fibber energy make reduced to 7.0 (11.5) and energy use unchanged at 46.5.
Arm Sea Serpent energy make increased to 40.0 (15) and energy use increased to 40.0 (15).
Arm Atlantis energy make reduced to 34.4 (50) and energy use reduced to 34.4 (48).
Arm Abel energy make reduced to 30.0 (52) and energy use reduced to 30.0 (52).
Arm Epoch energy make reduced to 141.1 (300) and energy use reduced to 141.1 (300).
Arm Archer energy make increased to 12.1 (7) and energy use increased to 12.1 (7).
Arm Viking energy make increased to 12.2 (0) and energy use increased to 12.2 (0).
Arm Escort energy make reduced to 3.0 (13.5) and energy use unchanged at 106.
Arm Death Cavalry energy make reduced to 5.7 (17) and energy use increased to 5.7 (1.5).
Core Advanced Construction Sub energy make increased to 52.0 (49.6), energy use reduced to 5.2 (49.6), metal make increased to 1.0 (0.96), energy storage increased to 1500 (200), metal storage reduced to 50 (200), and description changed to "Tech Level 2 (630 Build Power +52.0E/+1.0M)" ("Tech Level 2 (630 Build Power)").
Core Executioner energy make increased to 14.7 (2.2) and energy use increased to 14.7 (2.2).
Core Warlord energy make increased to 42.0 (46) and energy use increased to 42.0 (44).
Core Shark energy make increased to 10.7 (0.5) and energy use increased to 10.7 (0.5).
Core Hive energy make unchanged at 500 and energy use increased to 42.5 (15).
Core Messenger energy make increased to 13.0 (0.9) and energy use increased to 13.0 (0.9).
Core Nautilus energy make increased to 5.3 (1.2) and energy use increased to 5.3 (1.2).
Core Leviathan energy make increased to 41.6 (0.5) and energy use increased to 41.6 (15).
Core Zulu energy make increased to 68.8 (50) and energy use increased to 68.8 (48).
Core Caine energy make increased to 31.7 (102) and energy use increased to 31.7 (60).
Core Black Hydra energy make reduced to 147.2 (300) and energy use reduced to 147.2 (300).
Core Shredder energy make increased to 12.5 (8) and energy use increased to 12.5 (8).
Core Phantom energy make reduced to 3.1 (13.5) and energy use unchanged at 106.
Core Cronus energy make reduced to 12.9 (16) and energy use increased to 12.9 (0).
Core Grim Reaper energy make reduced to 5.9 (16.4) and energy use increased to 5.9 (1.6).
Arm Advanced Construction Aircraft energy make increased to 23.0 (16), energy use reduced to 2.3 (16), metal make increased to 0.4 (0.32), energy storage increased to 600 (100), metal storage reduced to 20 (100), and description changed to "Tech Level 2 (180 Build Power +23.0E/+0.4M)" ("Tech Level 2 (180 Build Power)").
Arm Hawk energy make reduced to 1.3 (2) and energy use reduced to 1.3 (2).
Arm Phoenix energy make increased to 3.2 (1.8) and energy use increased to 3.2 (1.8).
Arm Brawler energy make increased to 3.4 (0.8) and energy use increased to 3.4 (0.8).
Arm Eagle energy make reduced to 2.1 (13) and energy use unchanged at 42.
Arm Lancet energy make increased to 2.0 (1.5) and energy use increased to 2.0 (1.5).
Arm Blade energy make increased to 10.4 (0.8) and energy use increased to 10.4 (0.9).
Arm Dragonfly energy make increased to 8.0 (0.6) and energy use increased to 8.0 (0.6).
Arm Stiletto energy make reduced to 2.6 (15) and energy use reduced to 2.6 (15).
Core Advanced Construction Aircraft energy make increased to 24.2 (16), energy use reduced to 2.4 (16), metal make increased to 0.4 (0.32), energy storage increased to 600 (100), metal storage reduced to 20 (100), and description changed to "Tech Level 2 (180 Build Power +24.2E/+0.4M)" ("Tech Level 2 (180 Build Power)").
Core Vamp energy make reduced to 1.4 (1.5) and energy use reduced to 1.4 (1.5).
Core Hurricane energy make increased to 3.4 (0.6) and energy use increased to 3.4 (0.6).
Core Rapier energy make increased to 3.7 (0.6) and energy use increased to 3.7 (0.6).
Core Vulture energy make reduced to 2.1 (13) and energy use unchanged at 42.
Core Titan energy make increased to 2.1 (0.5) and energy use increased to 2.1 (0.5).
Core Blackdawn energy make increased to 11.1 (0.8) and energy use increased to 11.1 (0.9).
Core Seahook energy make increased to 6.9 (3) and energy use increased to 6.9 (16).
Core Cauterizer energy make increased to 13.5 (0.5) and energy use increased to 13.5 (1.2).
Arm Construction Seaplane energy make increased to 28.8 (20), energy use reduced to 2.9 (20), metal make increased to 0.5 (0.4), energy storage increased to 900 (100), metal storage reduced to 30 (100), and description changed to "Tech Level 2 (180 Build Power +28.8E/+0.5M)" ("Tech Level 2 (180 Build Power)").
Arm Tornado energy make reduced to 1.7 (2) and energy use reduced to 1.7 (2).
Arm Tsunami energy make increased to 4.0 (1.1) and energy use increased to 4.0 (1.1).
Arm Albatross energy make increased to 2.5 (0.7) and energy use increased to 2.5 (0.7).
Arm Sabre energy make increased to 4.3 (0.8) and energy use increased to 4.3 (0.8).
Arm Seahawk energy make reduced to 2.6 (31.5) and energy use unchanged at 101.
Core Construction Seaplane energy make increased to 30.3 (20), energy use reduced to 3.0 (20), metal make increased to 0.5 (0.4), energy storage increased to 900 (100), metal storage reduced to 30 (100), and description changed to "Tech Level 2 (180 Build Power +30.3E/+0.5M)" ("Tech Level 2 (180 Build Power)").
Core Voodoo energy make increased to 1.7 (1.5) and energy use increased to 1.7 (1.5).
Core Maelstrom energy make increased to 4.2 (0.9) and energy use increased to 4.2 (0.9).
Core Typhoon energy make increased to 2.6 (0.7) and energy use increased to 2.6 (0.7).
Core Cutlass energy make increased to 4.6 (0.6) and energy use increased to 4.6 (0.6).
Core Hunter energy make reduced to 2.7 (31.5) and energy use unchanged at 101.
Arm Experimental Construction Vehicle energy make reduced to 81.6 (160), energy use increased to 8.2 (0.4), energy storage increased to 2400 (500), metal storage reduced to 160 (500), and description changed to "Tech Level 3 (1350 Build Power +81.6E/+1.6M)" ("Tech Level 3 (1350 Build Power)").
Arm Razorback energy make reduced to 6.7 (10) and energy use increased to 6.7 (5).
Arm Vanguard energy make increased to 11.8 (1) and energy use increased to 11.8 (1).
Arm Bantha energy make increased to 26.7 (1.1) and energy use increased to 26.7 (1.1).
Arm Orcone energy make increased to 88.4 (1.1) and energy use increased to 88.4 (0.9).
Arm Avatar energy make increased to 11.2 (0.4) and energy use increased to 11.2 (0.4).
Arm Requiter energy make increased to 13.9 (0) and energy use increased to 13.9 (0.8).
Arm Antarion energy make increased to 51.7 (1) and energy use increased to 51.7 (1).
Arm Bolo energy make increased to 75.0 (0.5) and energy use increased to 75.0 (1.1).
Arm Spirit energy make increased to 31.9 (0) and energy use reduced to 31.9 (40).
Core Experimental Construction Vehicle energy make reduced to 86.8 (160), energy use increased to 8.7 (0.1), energy storage increased to 2400 (500), metal storage reduced to 160 (500), and description changed to "Tech Level 3 (1350 Build Power +81.6E/+1.6M)" ("Tech Level 3 (1350 Build Power)").
Core Karganeth energy make increased to 6.9 (1.1) and energy use increased to 6.9 (1.1).
Core Juggernaut energy make increased to 36.0 (5) and energy use increased to 36.0 (10).
Core Krogtaar energy make increased to 27.7 (3) and energy use increased to 27.7 (3).
Core Krogoth energy make increased to 100.6 (1.1) and energy use increased to 100.6 (1.1).
Core Mauler energy make increased to 11.5 (1.0) and energy use increased to 11.5 (2.0).
Core Precluder energy make increased to 14.3 (0) and energy use increased to 14.3 (0.8).
Core Gargoyle energy make increased to 56.8 (5) and energy use increased to 56.8 (5).
Core Yavac energy make increased to 77.2 (0.8) and energy use increased to 77.2 (0.6).
Core Krow energy make increased to 33.8 (10) and energy use reduced to 33.8 (50).
NOTE: This standardizes energy make and energy use for almost all units at 1/100 their metal cost, so a 100 metal unit creates 1.0 energy per second, and while moving, uses 1.0 energy per second. There are exceptions, such as construction units, which make 1/10 their metal cost in energy, but still only use 1/100 while moving. This reflects the internal power plants of units that power their movement. Bigger units produce and require more energy.
October 22, 2025
TA:T v2.0 Beta 95:
Fixed the dark green showing up as yellow on the minimap.
Minelaying units now have the same icon as constructors.
Fixed "slow" animations for water explosions.
(Thanks ChaoStorm!)
Adjusted Arm Mumbo script to avoid it locking up when being hit by lots of enemy fire all at once.
Arm Mumbo weapon [TAWF003_weapon] damage increased to 26 (19).
NOTE: The Mumbo weapon often hits twice on a target, due to the area of effect, but sometimes only hits once. It's hard to estimate how often, but this increase should help better off-set the times it's only hitting once on a target.
Added Control G hotkey to Arm Pelican.
Fixed a script bug that prevented Arm Guardians and Core Punishers from firing in ballistic mode until they'd fired at least once in direct-fire mode.
Arm Seaplane Platform description changed to Builds Armored Seaplanes (540 Build Power) (Builds Seaplanes (540 Build Power)).
Arm Construction Seaplane energy cost increased to 20729 (11054), metal cost increased to 288 (153), build time increased to 14063 (7500), armor increased to 916 (586), speed reduced to 6.6363 (7.3), and description changed to Armored Construction Seaplane (Construction Seaplane).
Arm Tornado energy cost increased to 5296 (2825), metal cost increased to 166 (89), build time increased to 5390 (2875), armor increased to 497 (318), speed reduced to 8.64 (9.5), and description changed to Armored Stealth Seaplane Fighter (Stealth Seaplane Fighter).
Arm Tsunami energy cost increased to 25483 (13591), metal cost increased to 401 (214), build time increased to 12966 (6915), armor increased to 1916 (1226), speed reduced to 6.667 (7.333), and description changed to Armored Seaplane Bomber (Seaplane Bomber).
Arm Albatross energy cost increased to 7778 (4148), metal cost increased to 245 (131), build time increased to 7915 (4221), armor increased to 1170 (749), speed reduced to 6.667 (7.333), and description changed to Armored Torpedo Seaplane (Torpedo Seaplane).
Arm Sabre energy cost increased to 13510 (7206), metal cost increased to 426 (227), build time increased to 13750 (7333), armor increased to 1695 (1085), speed reduced to 6.82 (7.5), and description changed to Armored Seaplane Laser Gunship (Seaplane Laser Gunship).
Arm Seahawk energy cost increased to 29975 (15986), metal cost increased to 259 (138), build time increased to 30513 (16273), armor increased to 1648 (1055), speed reduced to 8.4 (9.2), and description changed to Armored Radar/Sonar/Line of sight Seaplane (-101E) (Radar/Sonar/Line of sight Seaplane (-101E)).
Core Seaplane Platform description changed to Builds Armored Seaplanes (540 Build Power) (Builds Seaplanes (540 Build Power)).
Core Construction Seaplane energy cost increased to 21786 (11619), metal cost increased to 303 (161), build time increased to 15156 (8083), armor increased to 1059 (678), speed reduced to 6.033 (6.6363), and description changed to Armored Construction Seaplane (Construction Seaplane).
Core Voodoo energy cost increased to 5459 (2911), metal cost increased to 173 (92), build time increased to 5694 (3037), armor increased to 589 (377), speed reduced to 7.855 (8.64), and description changed to Armored Stealth Seaplane Fighter (Stealth Seaplane Fighter).
Core Maelstrom energy cost increased to 26781 (14283), metal cost increased to 423 (225), build time increased to 13978 (7455), armor increased to 2217 (1419), speed reduced to 6.06 (6.666), and description changed to Armored Seaplane Bomber (Seaplane Bomber).
Core Typhoon energy cost increased to 8166 (4355), metal cost increased to 258 (137), build time increased to 8523 (4545), armor increased to 1353 (866), speed reduced to 6.06 (6.666), and description changed to Armored Torpedo Seaplane (Torpedo Seaplane).
Core Cutlass energy cost increased to 14488 (7727), metal cost increased to 456 (243), build time increased to 15115 (8061), armor increased to 1997 (1278), speed reduced to 6.2 (6.82), and description changed to Armored Seaplane Riot Cannon Gunship (Seaplane Riot Cannon Gunship).
Core Hunter energy cost increased to 30700 (16373), metal cost increased to 265 (141), build time increased to 32031 (17083), armor increased to 1852 (1185), speed reduced to 7.64 (8.4), and description changed to Armored Radar/Sonar/Line of sight Seaplane (-101E) (Radar/Sonar/Line of sight Seaplane (-101E)).
NOTE: Previously, Seaplanes had the same armor/firepower as advanced aircraft, but cost only 2/3s as much. This changes Seaplanes to cost 25% more than advanced aircraft, but keep the same weapons, so all of the extra cost goes into armor, boosting their armor by about 56% over advanced aircraft. However, they also move about 10% slower. This makes Seaplanes much more heavily armored for a relatively small increase in cost compared to advanced aircraft while keeping the same weapons.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage set to 34000 for the Goliath (Was default damage of 25000).
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] special damage set to 34000 for the Goliath (Was default damage of 25000).
NOTE: This prevents a full veteran status Goliath from surviving a direct nuclear hit.
Replaced Arm Sentinel and Core Gaat Gun models with their original OTA models which are shorter, but also target fast-moving units like Flash tanks more effectively.
Core Clasher description changed to Heavy Blast-Laser Hovercraft (Heavy Laser Hovercraft).
Core Termite description changed to All-terrain Assault Blast-Laser Vehicle (All-terrain Assault Laser Vehicle).
NOTE: This just reflects that the weapon has a larger area of effect (for a laser).
Core Viper weapon [CORVIPE_LASER] area of effect increased to 168 (128).
Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
Arm Spirit model size increased 33%.
Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 3185 (2389), buildtime increased to 102969 (77227), armor increased to 8635 (6476), and speed reduced to 8.1712 (10.214).
Arm Spirit weapon [Arm_pidr] range reduced to 535 (713), reload reduced to 7.847 (10.463), and damage increased to 16000 (12000).
Core Krow energy cost increased to 214392 (160794), metal cost increased to 3376 (2532), buildtime increased to 111855 (83891), armor increased to 23632 (17724), speed reduced to 4.956 (6.195), acceleration reduced to 0.1285 (0.25), and turn rate reduced to 414 (572).
Core Krow weapon [KROWLASER2] range reduced to 489 (611), damage increased to 652 (391) and energy per shot increased to 156 (117).
Core Krow weapon [KROWLASER] range reduced to 534 (667), damage increased to 358 (215) and energy per shot increased to 95 (71).
Arm Bantha weapon [ARMBANTHA_FIRE] weapon velocity increased to 600 (450) and tolerance reduced to 3500 (6000).
NOTE: This should let them hit faster moving targets more easily.
Core Cauterizer turnrate increased to 140 (70).
Arm and Core Commander explosion [COMMANDER_BLAST] area of effect increased to 1600 (960).
Arm and Core Decoy Commander destroyed explosion [DECOY_COMMANDER_BLAST] area of effect increased to 1600 (960).
NOTE: This increase in the Commander blast area of effect prevents an enemy commander from destroying your commander with his anti-air missile from further away and surviving your blast. As always, remember that Commander blasts only affect units, leaving structures intact.
Arm and Core Micro Fusion energy cost reduced to 10453 (15072), metal cost reduced to 608 (876), buildtime reduced to 18471 (27751), armor reduced to 352 (616), energy make reduced to 200 (350), and description updated.
NOTE: This puts Micro Fusions at the same metal/energy efficiency as regular fusions, instead of 23% more efficient. They also produce less energy each, meaning they take up more space and are therefore more hazardous to use.
Arm Amphibious Complex energy cost reduced to 12836 (19259), metal cost reduced to 2100 (3150), and build time reduced to 42000 (63000).
Core Amphibious Complex energy cost reduced to 13265 (19734), metal cost reduced to 2170 (3231), and build time reduced to 44512 (66277).
NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
Hovers give better than T1 units, and a couple of advanced things like Micro Fusions, but mostly not advanced. Complexes give full-blown advanced units at half the cost of regular advanced, but you get a short list of units across both Kbots and Vehicles, so you'll just have to work with what you get.
Arm Fortification Gates destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and self-destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]).
Core Fortification Gates destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and self-destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]).
September 7, 2025
TA:T v2.0 Beta 94:
Replaced NONE.PCX icon to fix radar dots being black (Thanks ChaoStorm!).
Fixed PACKO having yellow areas on the model (LOGOS.GAF).
Fixed Core Shodan not having an icon (Added TANK category).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 600 (500), reload increased to 1.5696 (1.308), weaponvelocity increased to 650 (450), startvelocity increased to 550 (350), and area of effect increased to 128 (96).
Arm Samson and Core Slasher line of sight increased to 650 (560).
Arm Swatter, Core Slinger, and Exploiter weapon [ARMAH_WEAPON] area of effect increased to 128 (96).
Removed firing ports from Arm Hulk and Core Envoy:
IsAirBase set to 0 (1) and changed description to "Naval Transport (4 units to fire laser)(capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 4x4 units)").
NOTE: This removes the "firing ports" allowing transported units to fire while inside the transport. Depending on the units being carried, it was a nice boost, or very hard to deal with and outclassed other ships. They still have their laser that can be fired if at least 4 units are being carried.
Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
Arm Guardian and Core Punisher scripts altered to support weapon switching.
Core Punisher weapon [CORFIXED_GUN] range reduced to 1280 (1295), changed to ballistic (line of sight), reload increased to 3.75 (2.7), weaponvelocity reduced to 450 (600), and damage increased to 1477 (1119).
Arm Guardian tertiary weapon set to [CORFIXED_GUN] (none).
Core Punisher primary weapon changed to [ARMFIXED_GUN] ([CORFIXED_GUN]) and tertiary weapon set to [CORFIXED_GUN] (none).
Added the following to Arm Guardian and Core Punisher:
wspe_badTargetCategory=VTOL;
Onoffable=1;
Activatewhenbuilt=0;
canDgun=1;
Arm Guardian and Core Punisher description changed to "Med.Range Plasma Battery.X switches weapons.D targets ballistic" ("Medium Range Plasma Battery").
NOTE:
This gives both the Arm Guardian and the Core Punisher the ability to change between a direct fire weapon (like they already had) and a ballistic weapon, which fires more slowly, but does more damage per hit, and has more area of effect. The selected weapon is toggled the same way as the Arm Fido, with the X key (Or clicking the On/Off button). Off (Default) is the direct-fire weapon, and On uses the ballistic weapon, instead. Remember that when using the ballistic weapon, to manually target you must use the D key (Or click the D-Gun button), instead of the A key (Attack button).
Core Punisher armor increased to 4427 (4208).
NOTE: This is because the Punisher is now using the same weapons as the Guardian, despite costing a bit more.
Removed wsec_badTargetCategory=VTOL and added wspe_badTargetCategory=VTOL to Arm Fido.
NOTE: The Fido doesn't have a secondary weapon, only a primary and a tertiary weapon.
Arm Zipper speed increased to 2.535 (2.3).
Core Pyro speed increased to 2.305 (2.091).
Increased flamethrower weapons from 50% bonus damage to 100% bonus damage:
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.6719 (0.6826) and damage increased to 21 (16) and special damages adjusted accordingly.
Core Reaper weapon [CORE_REAP] reload reduced to 0.4718 (0.481) and damage increased to 17 (13) and special damages adjusted accordingly.
Core Dragon's Maw weapon [DMAW] damage increased to 16 (12).
NOTE: Flames are very damaging, and don't cost energy, but move relatively slowly and spread out as they travel, often causing them to miss a lot unless in a target-rich environment or against targets that are stationary.
Core Bladewing energy cost reduced to 142 (425), metal cost reduced to 9 (27), armor reduced to 25 (76), buildtime reduced to 296 (888), destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX), and self-destruct explosion set to SMALL_UNITEX (SMALL_UNIT).
Arm Spider energy cost reduced to 1385 (4155), metal cost reduced to 32 (95), armor reduced to 252 (756), buildtime reduced to 1203 (3608), destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX), and self-destruct explosion set to SMALL_UNITEX (SMALL_UNIT).
Core Gimp metal cost increased to 295 (230).
NOTE: This was supposed to have been done in Beta 77, and the rest of the changes were made at that time (Increased energy cost, buildtime, armor, firepower, etc.) but the metal cost was left unchanged at 230 instead of being increased to 295.
Arm Tornado speed reduced to 9.5 (10.45).
Core Voodoo speed reduced to 8.64 (9.5).
Arm Albatross speed reduced to 7.333 (8.0663).
Core Typhoon speed reduced to 6.666 (7.333).
Arm Tsunami speed reduced to 7.333 (8.066).
Core Maelstrom speed reduced to 6.666 (7.333).
Arm Sabre speed reduced to 7.5 (8.25).
Core Cutlass speed reduced to 6.82 (7.49).
Arm Seahawk speed reduced to 9.2 (10.12).
Core Hunter speed reduced to 8.4 (9.24).
Arm Construction Seaplane speed reduced to 7.3 (8.03).
Core Construction Seaplane speed reduced to 6.6363 (7.7).
Core Advanced Construction Aircraft speed reduced to 6.6363 (7).
NOTE: This puts all Seaplanes at the same speed as their advanced aircraft counterparts, instead of being 10% faster.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] area of effect increased to 192 (150) and set to lineofsight (ballistic).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] set to lineofsight (ballistic).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] set to lineofsight (ballistic).
NOTE: Due to being ballistic, flakkers wouldn't shoot at things with too low or too high of an angle. An aircraft directly over a flakker could not be shot. This should fix that.
Arm and Core Fortress walls damaged version armor increased to 29500 (14750).
Arm Gremlin armor reduced to 1012 (2022).
Arm Gremlin weapon [ARMST_GAUSS] damage increased to 208 (104).
NOTE: Since Gremlins may not have much time after decloaking before they are destroyed and explode, this will help them to do more damage in that time.
Arm and Core Minelayer Nanolathe Turret build distance increased to 1325 (1000), line of sight increased to 1325 (1000), and description changed to "Build mines and DT in large radius (Cloaks) (60 Build Power)" ("Build mines and DT in medium radius (Cloaks) (60 Build Power)").
Arm Dragon's Claw line of sight increased to 900 (675).
Core Dragon's Maw line of sight increased to 900 (675).
Arm Sneaky Pete line of sight increased to 1325 (1094).
Core Castro line of sight increased to 1205 (995).
Arm Veil line of sight increased to 2650 (2188).
Core Shroud line of sight increased to 2409 (1989).
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 8.5 (7.0), and noautorange set to 0 (1).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 8.5 (7.0), and noautorange set to 0 (1).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 9.5 (7.0), and noautorange set to 0 (1).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 9.0 (7.0), and noautorange set to 0 (1).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 7168 (12615), flight time increased to 7.0 (6.0), and noautorange set to 0 (1).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 7168 (12615), flight time increased to 7.0 (6.0), and noautorange set to 0 (1).
NOTE: This decrease in the tracking of the vertically launched rockets makes them only able to hit targets in approximately the outer 25% of their range. Previously they could hit targets in the outer 75% of their range.
Core Banisher model adjusted to put the turret higher up to help it avoid hitting obstructions on the ground when firing.
NOTE: This should help make it easier to fire over wreckage or even small bumps in the terrain than before.
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] burnblow set to 1 (Not set previously) and weapontimer increased to 5 (3).
NOTE: The burnblow will allow it to hit an empty spot manually targeted on the ground instead of veering off to the side and then blowing up somewhere else.
May 9, 2025
TA:T v2.0 Beta 93:
Added new colors! We're trying out some new colors, but this requires removing some others, so this is what we're trying out for now:
@@ -385,7 +1004,7 @@ Core Pillager weapon [CORE_ARTILLERY] weaponvelocity increased to 600 (500).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weaponvelocity increased to 600 (400).
Core Tremor weapon [TREM1] weaponvelocity increased to 600 (400).
NOTE: This will help vehicle artillery feel "heavier" and be more effective without actually increasing their damage. Previously even faster Kbots like Peewees could often charge vehicle artillery and be mostly un-hit, unless the artillery was manually targetted or had higher veteran status.
NOTE: This will help vehicle artillery feel "heavier" and be more effective without actually increasing their damage. Previously even faster Kbots like Peewees could often charge vehicle artillery and be mostly un-hit, unless the artillery was manually targeted or had higher veteran status.
Arm Flea armor reduced to 12 (16).
Arm Flea weapon [FLEA_LASER] damage increased to 24 (18).
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WHAT IS THIS
tdraw.dll is an upgrade for Total Annihilation. It patches the game to fix many bugs and add many features.
It is an integral component of the TA Community Patch, the other parts being tplayx.dll (the recorder) and server.exe (the replayer).
tdraw.dll has a long provenance dating back to the work of SY_Yeha, who introduced whiteboard markers and the TA Hook and new hotkeys to TA.
Later work by Xpoy extended hotkey support, added new shortcut commands, uni-code font support, megamap, weapon-id crack (not present in current release) and porting music patch from GOG version,
and later support was provided by Rime.
The present release includes contributions from Axle and FunkyFresh, and owes a debt to TAG_Venom for extensive testing and critical feeback, and to Gamma and Wotan for further testing and feature suggestions.
CONFIGURATIONS
The release .zip files are annotated with a build configuration tag: "tdraw-<config>.zip". The various configurations are:
* tdraw-full.zip: all features enabled
* tdraw-escalation.zip: built for TA:Escalation. disables the following features
- mex snap
- that is all
* tdraw-minimal.zip: disables the following features
- mex/wreck snap
- options for construction units to stay put when guarding
- options for construction units to only reclaim or onlt assist while patrolling
- auto kickout construction units that are blocking another builder
- weather report at top of screen
- sync wind speed between players
- map DT's always visible.
INSTALLATION
Drop tdraw.dll into your TA directory.
Ensure the following files are also present in your TA directory:
- ddraw.dll (available from https://github.com/FunkyFr3sh/cnc-ddraw)
- totala.ini
You may need to rename totala.ini and tdraw.dll to whatever your mod is using. See below for reference. For other mods, please consult with the mod maintainers.
ini file dll file
Beta patch 3.9.02 TA.ini tdraw.dll
Escalation 9.9.6 TAESC.ini taesc.dll
Mayhem 10.9.2 Settings.ini mdraw.dll
ProTA 4.6 ProTA.ini tdraw.dll
Zero Alpha5-060322 tazero.ini zdraw.dll
NEW FEATURES IN BRIEF:
*2026.6.8
- bugfix for VoteReject - prevent local user from rejecting himself
*2026.6.3
- add "nottounderwater" flag for weapons (see NEW FEATURES IN DETAIL)
- fix bug potentially being the root cause of since-year-1997 intermittent black screen on join games
- better quality megamap render
*2026.5.28
- Fix construction units intermittently trying to sit within the footprint of rotated structures before building them
*2026.5.15
- Fix intermittent 6x8 staircase yardmap on south-facing rotatable factories
- New "PreviewObject3D=" unit key to override the 3DO model used for the nanoframe ghost preview (see NEW FEATURES IN DETAIL)
*2026.5.9
- Lag-switch mitigation: detects and freezes local simulation when network goes dark
- Vote-to-reject system for in-progress multiplayer games (see NEW FEATURES IN DETAIL)
- add "nottoair" flag for weapons (see NEW FEATURES IN DETAIL)
- add "surfacefire" flag for weapons (see NEW FEATURES IN DETAIL)
- +autoteam bugfix for occasional players stranded by themselves
- Diagnostic logging for crashes 004cbed5 and 0049cf19
- Building rotation: press '/' (configurable) to cycle the build cursor
facing for buildings whose FBI permits it (see NEW FEATURES IN DETAIL)
- Nanoframe ghost preview at the build cursor (see NEW FEATURES IN DETAIL)
- Fix for ctrl-z (and ctrl-a / ctrl-b / ctrl-c) silently truncating selections for unit ids >= 512
- Export engine-backed player elimination status to gpgnet4ta via shared memory,
so games where a commander dies but play continues are reported with the correct outcome
*2026.2.17 - Fix false trigger on version check
*2026.2.10 - Minor adjustment to diagnostic crash detection ("ERROR: dstRect out of bounds", allow CopyScreenContext all the way to the edge of destination context)
*2026.2.7 - Disable AUTOTEAM, RANDOMTEAM and CRCREPORT buttons for non-host players
*2026.2.5 - Add support for AUTOTEAM, RANDOMTEAM and CRCREPORT buttons in battleroom (guis/lounge2.gui)
*2026.2.2 - Custom ctrl-f2 menu skin for escalation
*2026.1.29 - Create seperate builds for full-featured (tdraw-full.zip), escalation (tdraw-escalation.zip), and minimal (tdraw-minimal.zip) feature sets.
*2025.12.13 - Add diagnostics for crash at 004cbed5
*2025.12.6 - Fix crash when game installed in a long path (eg C:\Program Files (x86)\Steam\steamapps\common\Total Annihilation\PROTA)
*2025.11.26 - New keys for unit definitions (units/*.fbi) to customise per-unit veterancy
*2025.8.29 - Bugfix for multithreaded version/cheat check
*2025.8.19 - Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
*2025.8.1 - Set build square preview to yellow if user can build there but it contains a unit that will be kicked out
*2025.7.12
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
- Mod developers can opt-in to "Improved behaviour of con units".
Modifies what construction units that are guarding factories do after completing each unit: either stay put; cavedog; or scatter.
Set byte at TotalA.exe:0x101f1f to 0x00 to disable the feature (default) or 0x01 to enable the feature.
Note that if one player's 0x101f1f setting doesn't match that of other players, an in-game cheat warning will be triggered.
Once enabled, see ctrl-f2 menu for related user configurable options.
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
- With fixed position, start positions are assigned in order given by TAF auto balance
so that players are positioned opposite an opponent of similar skill
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
*v2025.5.18
- Improved behaviour of con units when guarding a factory - they stay put after finishing a build
*v2025.4.24
- Fix crash on parsing spawned unit initial commands - its now possible to copy-paste mission scripts from campaign
- Log cheat warnings to tdrawlog.txt for offline analysis
- Fix for non functional perm-los sonar patch (which otherwise requires watcher's com to be in top-left of map to work)
*v2024.12.5
- Fix crash on print-screen (and presumably many other related crashes)
*v2024.12.3
- Fix crash on +logo
- Fix rare intermitent crash on adding / moving / deleting whiteboard markers
*v2024.10.27
- Ability to create multiplayer/skirmish maps with neutral units and/or additional per-player spawn units
- Add a controls to hide/minimise the allies resource bar
- Make the allies resource bar actually work with ctrl-f2 setting "background=None"
- Fix incorrect player logo colour for "new marker added" messages
- Player the "Mission Complete" sound upon winning a multiplayer/skirmish game
- Fix bug causing "unit limit reached" in between single player missions
- Remove shared metal/energy from player "totals"
- Get TAHook to use the click-snapped start position
- Increase size capacity of whiteboard marker messages
- Fix for 10 player (and other) VerCheck false positives
- Support for watching all 10 players in 10 player replays (pending a corresponding TAF update to activate it)
*v2024.3.31 and prior
- Set start positions based on battleroom teams (or alliances)
- Repair battleroom teams icons so they can be used to create teams before to launching
- Add +autoteam battleroom and in-game commands to automatically assign teams
- Add +randomteam battleroom command to automatically assign random teams
- Add .exereport battleroom command to report CRC32 of each player's totala.exe
- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll (may be a different filename depending on mod)
- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll (may be a different filename depending on mod)
- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3 (may be a different filename depending on mod)
- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once
- ClickSnap to snap to nearest mex, geo or reclaimable feature
- Add ability to drag queued orders around the map
- Con units patrol behaviour - hold position: reclaim only
- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
- Option to render DTs and fortwalls that belong to the map (not built by a player)
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
- Show clock and weather report (wind and tidal strength) on top resource panel
- Sync wind speed across all players
- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")
- Disable relay of F11 chatmacro text to other players
- Enable start button in multiplayer lobby if only one player + AI are present
- Add +noshake and .ready buttons to sharing menu
- Add .autopause button to battleroom screen
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
- Prevent +logo commands from affecting other players
- Ctrl-B doesn't select aircraft carriers
- Ctrl-F centres view on selected factory
- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack
- Set +lostype as a cheatcode (not available unless cheats enabled)
- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll
- Use the same .ini file as TotalA.exe
- Use the same registry path as TotalA.exe
- Add FPS counter to megamap, increase megamap FPS
- Fix blue background on scoreboard
- Grey background on mega map to distinguish from unmapped area
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
- Improve responsiveness of whiteboard marker movements sent to remote players
- Render cursor while in megamap
- Fix crash when removing markers
- Fix crash on simultaneous whiteboard marker move and delete
- Fix rare crash on TA Hook line drawing
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
- Use CTRL_F and CTRL_B unit category tags for ctrl+f and ctrl+b hotkeys in preference to heuristics
- Change ctrl+s to use CTRL_W and NOTAIR/NAIR categories so as not to select jammers etc
NEW FEATURES IN DETAIL:
- Start positions
Start positions are now assigned based on battleroom teams/alliances.
With fixed positions, host and their team are assigned the odd positions in the order that they joined the lobby.
With random positions, host and their team are randomly assigned the even or odd positions, and they are assigned in random order.
The Teams icons now function correctly, so they can be used to arrange teams in the battleroom if desired.
This is optional, it is perfectly fine to arrange teams by creating alliances too.
- Autoteam
In the battleroom, host can type "+autoteam" to have teams assigned automatically.
These teams will then determine the start positions as described above.
If launched from TAF, the battleroom +autoteam will assign autobalanced teams based on the player rating.
Otherwise teams are assigned randomly.
The +randomteam command is available to use should you prefer random teams over autobalanced teams.
Alternatively, if host types "+autoteam" in-game, alliances are created based on actual start positions.
For more than 2 teams, host can type eg "+autoteam 3" to create the desired number of teams.
- MexSnap and WreckSnap
This patch includes ability to snap mexes and geos to the nearest metal or geo patch (MexSnap),
and to snap reclaim commands to the nearest reclaim (WreckSnap).
While holding down shift, press q and e alternately to switch between building mexes and reclaiming features.
If Mex/WreckSnap is temporarily interfering with your wishes,
you can hold down alt to override it.
The override key can be configured in the ctrl-f2 options menu.
The Mex/WreckSnap radii can also be configured independently via the ctrl-f2 options menu.
Press ctrl-f2, click on the "MexSnap" or "WreckSnap" field and press a number 0 to 9.
0 disables the Mex/WreckSnap and a larger radius results in snapping to features further away.
Note that Mex/WreckSnap is disabled by default.
It needs to be enabled by the mod maintainer.
If your Mex/WreckSnap radius shows as "NA" in the ctrl-f2 menu,
it is likely that Mex/WreckSnap hasn't been enabled by your mod maintainer.
- Move Queued Orders
After queueing a build order or a move order,
you can later move them around by selecting the unit
and left mouse dragging the order to a new position.
- Construction Units Patrol Behaviour
Patrol behaviour of contructions units is modified depending on their movement orders:
Hold Position: your construction units will only look for reclaim
Maneuvre/roam: your construction units will both look for reclaim and for units that need repair or assist
Mash the 'v' key to get the desired movement order and then set a patrol route.
- Neutral unit and/or per-player additional unit spawn
To enable this feature add a "[units]" section under the "[Schema 0]" section of your map's .ota file. eg
[Schema 0]
{
....
[units]
{
[unit0]
{
Unitname=ARMHLT;
Ident=;
XPos=3164;
YPos=0;
ZPos=2250;
Player=11;
HealthPercentage=100;
}
[unit0]
{
Unitname=ARMPEEP;
Ident=;
XPos=268;
YPos=0;
ZPos=384;
Player=1;
HealthPercentage=100;
CreationCountdown=30;
InitialMission=p 1750 1828;
}
}
These additional units will spawn in for skirmish/multiplayer.
The "Player" key in the .ota file refers to the map position 1..10.
Whichever player is spawned into these positions will receive ownership of the respective units.
You can set Player=11. If any Player=11 units are defined, then the last player (eg the 6th in a 3v3)
receives ownership of the Player=11 units as long as they are an AI. He does not receive ownership of any other units.
If a player receives any units by this mechanism, they won't receive a commander.
If you want the player to have a commander,
then either don't define any units for that position,
or include a commander unit in the list of units.
The required fields for each unit are UnitName, XPos, ZPos and Player.
YPos and HealthPercentage are ignored.
Optional CreationCountdown is in seconds and InitialMission works.
Optional Ident makes it possible to refer to the unit in InitialMission of another unit.
You'll have to look at eg totala4.hpi/maps/*.OTA for examples of InitialMission scripts to copy.
- Vote-to-Reject
When a player is to be rejected during an in-progress multiplayer game, the rejection must now be
approved by a majority vote rather than taking effect immediately.
Manual reject (initiated via Tab → Control → player → reject prompt):
The proposer's YES is counted automatically. All other non-target players are shown a vote dialog
and may click YES or NO. The reject passes if at least 2/3 of non-target active players vote YES
(minimum 1). If the target has a teammate, that teammate must vote YES for the reject to pass.
If the vote fails by a NO majority it is cancelled immediately; otherwise the vote times out after
60 seconds with no effect and a 90-second cooldown is imposed before another vote can be proposed.
Timeout reject (triggered automatically when a player stops responding for 30 seconds):
All players are shown the vote dialog. The reject passes if at least 2 players vote YES
(or just 1 in a 2-player game), provided at least one ally of the timed-out player has voted YES.
If a NO majority makes the threshold unreachable, voting closes early and the player is
automatically rejected when the 90-second vote timer expires.
The vote dialog:
Each active vote appears as a row in an overlay dialog at the top-centre of the screen.
Each row shows the vote subject ("X has timed out - vote to reject?" or
"VOTE: X wants to reject Y"), the current tally (Ny/Nn/total, countdown), and YES / NO buttons.
Clicking YES or NO casts your vote and broadcasts it to all other players.
For timeout votes where the local player is an ally of the timed-out player, a ".take" button
is also shown. Clicking it broadcasts the chat message ".take", which the recorder (tplayx.dll)
interprets as the player taking over the timed-out player's units. Once the recorder confirms
the take, the corresponding vote is automatically cancelled.
- Per-Unit Veterancy Customization
This patch introduces new optional keys for unit definition files (units/*.fbi)
that allow you to customize veterancy behavior for individual units.
Example
[UNITINFO]
{
UnitName=ARMMART;
...
VeterancyThresholds=6 12 18 24 30; // OTA default: 5 10 15 20 25
VeterancyAccuracyBuffRate=3; // OTA default: 12
}
New Keys
- VeterancyThresholds:
Sets the number of kills required to reach each veterancy level (VetLevel).
Example: "6 12 18 24 30" means:
- 6 kills for VetLevel 1
- 12 kills for VetLevel 2
- 18 kills for VetLevel 3
- etc.
OTA's default thresholds are "5 10 15 20 25".
- VeterancyAccuracyBuffRate:
Controls how quickly a units weapon accuracy improves with kills, independently of veterancy levels.
- Accuracy starts at a factor of 1 with 0 kills.
- This factor increases by +1 every VeterancyAccuracyBuffRate kills.
- Formula: accuracyFactor = 1 + floor(kills / VeterancyAccuracyBuffRate)
- OTAs default rate is 12.
- Set to zero to disable accuracy buff altogether
Veterancy Effects (Unchanged)
This patch does NOT change what veterancy levels do, only how they are earned.
For reference, each VetLevel in OTA gives:
- Capture cost: +10% worker time needed to capture the unit
- Damage taken: -4% damage received
- Damage dealt: +6% damage dealt
- Target tracking: improved weapon target tracking (effect uncertain)
- Reload time: -6% weapon reload time
- Accuracy buff: improved firing accuracy (randomness reduced by an increasing factor)
Note: Reload time also appears to be affected by the units health.
Veterancy Limits
OTA limits:
- Capture cost: no limit
- Damage taken: up to 5 levels
- Damage dealt: up to 5 levels
- Target tracking: up to 1 level
- Reload time: up to 5 levels
- Accuracy buff: no limit
With this patch:
- Capture cost: no limit
Beyond the last specified threshold, kill requirements are extrapolated linearly from the last two thresholds.
- Damage taken: up to 25 levels or the number of VeterancyThresholds, whichever is lower
- Damage dealt: up to the number of VeterancyThresholds
- Target tracking: up to 1 level
- Reload time: up to 16 levels or the number of VeterancyThresholds, whichever is lower
- Accuracy buff: no limit
- Weapon TDF flags: nottoair, nottounderwater and surfacefire
Two new optional keys for weapon definition files (weapons/*.tdf) give mod developers
finer control over which unit types a weapon can target.
nottoair=1
The weapon cannot target or fire at flying units (units with an airborne movement state).
Useful for weapons that are physically implausible against air targets, such as depth charges
or large ballistic artillery.
Example:
[DEPTH_CHARGE]
{
...
nottoair=1;
}
nottounderwater=1
The weapon cannot target or fire at fully-submerged units (a target whose top is at or below
sea level, such as a dived submarine). Ordinary weapons already cannot reach underwater
targets; this flag is meant for waterweapon=1 weapons, letting them hit surface ships while
leaving submerged units to torpedoes and depth charges. It is the underwater mirror of
nottoair.
Example:
[NAVAL_GUN]
{
...
waterweapon=1;
nottounderwater=1;
}
surfacefire=1
Used together with waterweapon=1. Normally a water weapon can only target submarines and
other units that are at or below sea level. With surfacefire=1 the weapon can also target
surface units above sea level, such as hovercraft or land units near the shoreline.
Both auto-aim and manual targeting are affected.
Example:
[TORPEDO_SURFACE]
{
...
waterweapon=1;
surfacefire=1;
}
- Building rotation
While a building is selected for placement, press '/' to cycle through the
facings the unit allows. Shift may be held while pressing '/' so you can
rotate without lifting the line-build modifier. Most buildings only allow
their default facing, in which case the key does nothing. The rotate key
can be reassigned in the ctrl-f2 menu.
Alternatively, hold the snap-override key (default Alt — also configurable
in ctrl-f2) and scroll the mouse wheel: forward = counter-clockwise, back
= clockwise. This leaves plain mouse-wheel free for the megamap.
A third option is built into the build menu itself. Each rotatable
structure button has a small overlay marker on each cardinal it can
face (S = bottom edge, E = right, N = top, W = left). Click the
button on the corresponding edge to enter placement mode with that
rotation already chosen — clicks in the centre of the button select
the unit normally and keep the previously chosen rotation. Tick or
un-tick "Build menu rotation overlay" in the ctrl-f2 menu to enable
or disable the overlay (when off, the build menu is stock vanilla
and clicks behave as if it were never installed).
Mod authors can replace the built-in chevron art by dropping a 4-
frame GAF at anims/buildrotate.gaf beside their other animations.
Frames are interpreted in the order S, E, N, W (matching the
rotation index), and each frame's hotspot is anchored just inside
the cardinal margin band of the build button so the artwork sits
cleanly inside the button rather than straddling the edge. An
optional second file anims/buildrotateclick.gaf (also 4 frames in
the same order) is blitted in place of the idle GAF for the brief
click-feedback flash; if absent, no flash is rendered (mods opting
into a custom GAF need to ship the companion click GAF themselves
if they want one). When neither GAF loads the built-in chevrons
are used. A reference generator and example .gaf files live under
tools/make_buildrotate_gaf.py in the source tree.
Mod developers opt-in per unit by adding a "Rotations=" key to the
[UNITINFO] section of the FBI listing the cardinal letters they want
to allow, e.g.
[UNITINFO]
{
...
Rotations=SENW;
}
Limitation: a few mods script their Create() function to forcibly TURN
the unit body (e.g. so structures face the centre of the map). Such
scripts run after the build cursor's rotation is applied and overwrite
it, so the Rotations= key has no visible effect on those units.
- Nanoframe ghost preview
A small green animated preview of the building you're about to place
is drawn inside the build rectangle. It rotates in step with the
rotate-build key, and disappears on red (can't-build) squares. When
shift-line / shift-row building, the preview is shown at every
rectangle in the row.
Mod authors with upgrade-style units (where the 3DO model contains
both the basic and upgraded geometry, and the COB script controls
visibility at runtime) can list the pieces that should appear in the
preview by adding a "PreviewPieces=" key to [UNITINFO]:
[UNITINFO]
{
...
PreviewPieces=base, turret, sleeve, barrel, cover;
}
Names are matched case-insensitively against 3DO piece names; comma,
space, or semicolon may be used as separators. When the key is set,
ONLY listed pieces are rendered. When the key is omitted (the usual
case), every piece is rendered minus a small hardcoded set of
cosmetic / firing-effect names (flare, flash, muzzle, fire, flame,
wake).
Per-rotation overrides are also available — useful when the visible
pieces should differ by facing. Use any of:
PreviewPiecesS=... facing south (rotation 0)
PreviewPiecesE=... facing east (rotation 1)
PreviewPiecesN=... facing north (rotation 2)
PreviewPiecesW=... facing west (rotation 3)
Lookup order for the active rotation:
1. PreviewPieces<S|E|N|W>= if set (non-empty), uses ONLY that list.
2. PreviewPieces= the default for every rotation.
3. neither set every piece minus the ephemeral filter.
For units whose Create() script auto-rotates the structure toward
the nearest enemy Commander, the preview can be made to face the
same direction — preventing the jarring snap when the build commits
— by adding:
[UNITINFO]
{
...
PreviewFaceOpponent=1;
}
At each preview frame we find the nearest enemy commander to the
build cursor (each enemy player's first unit slot, which is the
commander in all but pathological cases), and snap the line from
the cursor to that commander to the nearest cardinal (S / E / N /
W). PreviewFaceOpponent overrides the Rotations= restriction —
setting this key is the author's explicit signal that the unit's
heading is script-driven, so the preview must face whichever
cardinal the script will pick regardless of what Rotations= permits
the player to cycle through.
To avoid leaking enemy positions through fog-of-war scanning, the
override only applies when the build cursor is within the actual
builddistance of one of the local player's selected, completed
construction units (each builder gets its own threshold from its
FBI builddistance=). Outside that radius the preview falls back to
the player's rotate-build selection — same as if PreviewFaceOpponent
were unset.
Falls back to the player's rotate-build selection in single-player
or any case where no enemy commander can be found (e.g. all enemies
dead).
Mod authors who want the preview to display a completely different
model than the unit's actual Object3D= (e.g. a simplified silhouette,
or the upgraded form of a unit whose 3DO bundles multiple variants)
can name an alternative 3DO with a "PreviewObject3D=" key:
[UNITINFO]
{
...
PreviewObject3D=corarmvp_preview;
}
The value is a 3DO base name (no extension); the file is loaded from
the HPI archive at objects3d/<name>.3DO on first use and cached
for the rest of the game session. All other preview FBI keys
(PreviewPieces, PreviewFaceOpponent, etc.) apply to this overridden
model — piece-name whitelists are matched against the OVERRIDE 3DO's
piece names, not the unit's real one.
If the named 3DO can't be found in the HPI, a warning is logged to
tdrawlog.txt and the preview falls back to the unit's real model;
no other behaviour is affected.