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@@ -1,4 +1,3 @@
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
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online.dll filter=lfs diff=lfs merge=lfs -text
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online.dll filter=lfs diff=lfs merge=lfs -text
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rev31.gp3 filter=lfs diff=lfs merge=lfs -text
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rev31.gp3 filter=lfs diff=lfs merge=lfs -text
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tdraw.dll filter=lfs diff=lfs merge=lfs -text
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Beta 53
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Summary of changes:
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Core Exploiter armor roughly halved, but laser damage increased, and they armor up twice as fast.
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NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
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Core Termite and Clasher weapon reload roughly halved and damage roughly halved.
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Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
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NOTE: This was listed as changed in Beta 14, but got left out.
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Arm Recluse speed, acceleration, brake rate, and turnrate increased.
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Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased, reload increased, and area of effect reduced.
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Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
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NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
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Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
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Core Dragon's Maw
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Core Pyro
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Core Reaper
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Core Firestorm
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Arm and Core Flak weapons (Naval, Vehicle, and defenses) tolerance increased and given some guidance.
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Arm Mumbo weapon range increased by 50% and damage reduced by 50%.
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Hover artillery and rocket launchers brake rate increased.
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NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
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Arm Stiletto turnrate/speed/acceleration/etc improved to be the same as the Arm Hawk.
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Arm Blade and Core Blackdawn weapon reload and damage doubled.
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NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
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Arm Beamer and Core HLLT cost and armor increased about +50%.
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The Beamer's damage was increased 50%.
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The HLLT gained a third turret, so it now has three LLT weapons instead of two.
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NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
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Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
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The Beamer should have similar advantages compared to three LLTs. It isn't able to fire on multiple targets at once like the HLLT, but it has more range, enabling it to hit units that could destroy the HLLT from outside its range.
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Arm Freedom Fighter and Core Avenger secondary missile damage increased.
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Core Cauterizer damage and area of effect reduced.
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Arm Sharpshooter and Core Skuttle energy cost and buildtime doubled.
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Arm Sharpshooter and Core Skuttle cloaking energy costs tripled.
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NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
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Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
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NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
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@@ -0,0 +1,36 @@
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Beta 54
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Summary of changes:
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DONE:
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Arm Pit Bull is more accurate.
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Core Viper area of effect increased.
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Arm Flea range increased and damage reduced.
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NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
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Arm and Core Deep Core Moho Mines metal cost reduced to 1/3, energy cost and build time increased 66%, and energy use almost cut in half.
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Arm Lemmings take less damage from other Lemmings explosions.
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NOTE: This puts Lemmings as taking 2% of the normal damage from their own blasts, which is what crawling bombs take from their own blasts. This allows them to be used in groups more effectively.
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Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
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Arm Fido ballistic weapon mode now has advanced artillery range and damage reduced.
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NOTE: This lets the Fidos use their secondary/ballistic weapon mode to perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
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Remember that turning Fidos to On switches them to using their long-range ballistic weapon, and to attack the ground in that mode you use the D (D-Gun) button to attack, not the A (Attack) button. Turning the Fidos back to Off switches them to their closer range direct fire Gauss weapon. This lets them flexibly switch from skirmish units to a support artillery role and back again.
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Core Shiva cannon range increased to advanced artillery range and damage reduced.
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NOTE: This put Shivas more into a medium/heavy artillery role, where before Core Advanced Kbots only have light artillery in the form of Morties. Remember that Shivas only fire their rocket when specifically told to with the D-Gun button.
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Arm MERL and Core Diplomat reload and damage increased.
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NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
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Fixed issue with the M.A.T. and the A.M.A.T. triggering a unit drop by themselves without your command.
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Arm and Core Commander and Decoy Commander scripts adjusted to help with units locking up and not firing sometimes.
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Arm Hulk and Core Envoy now use the Exploiter laser as a weapon instead of the Arm or Core Light Laser weapon.
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NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
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@@ -0,0 +1,44 @@
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Beta 55
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Summary of changes:
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Arm and Core Light, Medium, and EMP mines now build faster.
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Arm Mumbo weapon range decreased, damage increased, and area of effect increased.
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NOTE: This gives the Mumbo a semi-plasma/energy bolt kind of laser weapon which has a modest area of effect, allowing it to compete better with the Core Reaper (Which still has much better area of effect, but whose flames move more slowly and therefore are less accurate).
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Arm Viking and Core Cronus weapon range reduced and damage increased.
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NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
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Arm Courier and Core Emissary transportsize increased to 3 (2).
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NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
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Arm Hulk and Core Envoy transport capacity increased to 24 (16).
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Arm PACKO and Atlantis and Core SAM weapon area of effect increased.
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Flakker weapons tolerance increased.
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NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
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Arm FARK can now build:
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Arm Metal Maker
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Arm Advanced Solar
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Arm Geothermal Powerplant
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Bombers and advanced bombers weapons have had their area of effect reduced and damage increased. They also have a shorter attack run length.
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NOTE: This increases the damage to the target area somewhat, but lowers the width and length of the "strip" in which targets are taking damage, making them not as devastating to groups. They should also be harder to use to continuously "chain-bomb" with (Though not impossible).
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Arm and Core Commander and Decoy Commander scripts changed to fix their issue with locking up and not firing their regular weapons after a D-Gun shot is fired.
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Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
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NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
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Slowed gunships and reduced their acceleration.
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NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
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Lightly reduced energy cost of all aircraft.
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Arm Chainsaw and Core Eradicator reload and damage reduced.
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Increased build range of Fortification Nano Turrets to match Advanced Fortification Turrets.
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Arm Freedom Fighter and Core Avenger primary weapon area of effect increased.
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@@ -0,0 +1,27 @@
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Beta 56
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Summary of changes:
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Arm Bee armor increased.
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Core Bladewing cost heavily reduced.
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Arm Razorback weapon now has a modest area of effect like the Mumbo weapon does.
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Core Karganeth flame weapon damage reduced to match with the reduction of other flame weapons in the Beta 55.
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Arm Bantha torso turn rate increased and the area of effect of its primary weapon doubled.
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Core Krogtaar weapon range increased 50% and damage reduced by the same margin.
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Arm and Core tactical nuclear silos and anti-nuke silos/units energy and build time costs cut to 50%.
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NOTE: This cuts the energy costs on tactical nuclear silos and anti-nuke silos/units while keeping their energy drain while building them the same. Previously tactical nuclear silos cost 80% of the energy and metal of a strategic nuclear silo.
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This should help tactical silos to be more accessible in the mid-game.
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon damage increased.
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Arm Spider armor increased.
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Arm Antarion cost, firepower, and maneuverability increased.
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NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
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Core Gargoyle maneuverability increased.
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@@ -0,0 +1,18 @@
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Beta 57
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Summary of changes:
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Core Instigator weapon damage increased but now requires energy to fire.
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Arm Spider maneuverability increased.
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Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
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Arm Bee armor reduced and build distance increased (To help them spread out instead of clustering).
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Arm and Core Metal Generators costs cut in half (energy cut to 1/3), metal produced reduced to 2 (3), and can be turned on and off.
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NOTE: This makes Metal Generators about 50% more metal efficient than Fusions and Moho Metal Makers (For the metal spent, since Metal Generators don't use energy unless cloaking). They already closed up to take less damage like solars do, but previously didn't stop making metal when they did so ("metalmake" always produces metal, but "makesmetal" only produces when the unit is on). Now they do stop making metal when closed and can be manually toggled on or off.
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Arm and Core MRU metal production increased to 3 (1).
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Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
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Beta 58
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Summary of changes:
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Complete build menu overhaul: Added new, bigger menus (12 units per page instead of 6), and new hotkeys, custom crafted by TA:T's own ChaoStorm! Thanks Chao!
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NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
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Arm Peewee and Core A.K. speed and range increased and armor reduced.
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NOTE: Despite being the "standard/basic" level 1 Kbot, Peewees/A.K.s were being outperformed by most of the other Kbots in most situations, but didn't have something they were overly good at in comparison.
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This change has them trading armor for speed and damage for range, allowing them to close the distance to a target more quickly and come into range sooner, but at the cost of doing less damage and being easier to destroy. They should be a better overall swarm unit; light, fast, built cheaply, and destroyed easily.
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Arm and Core Sabotage Mine/Micro Nuke build time increased.
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NOTE: This means it will take one second for a Spy Kbot to build the micro-nuke. This is enough time to decloak to build it and have it destroy something before the spy is destroyed, but long enough that it can't be rapidly clicked on a large gantry unit and used 5 to 10 times before the spy is destroyed.
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Arm Rocko and Core Storm weapon area of effect reduced.
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Arm Janus reload and damage reduced and tolerance increased.
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Core Krogtaar weapon velocity increased.
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Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
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Arm Infiltrator and Core Parasite weapon range increased.
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Added anti-mine rockets to the Arm Valiant and Core Limiter.
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Arm Moho Twilight now has a defensive paralysis weapon.
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NOTE: The weapon is a burst of EMP grenades that spray out in a circle in random directions, hopefully paralyzing its enemies. It defaults to Return Fire, so that if enemies go by without noticing it, it won't reveal itself unnecessarily. Of course, you can set it to Fire at Will or Hold Fire, if you so choose.
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Beta 59
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Summary of changes:
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Arm and Core construction and advanced construction Kbots make 1/3 less energy and metal. This matches their costs being reduced by 1/3 from their original cost back in Beta 25.
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Arm Penetrator armor reduced by 50%, reload reduced to 2, damage roughly cut in half, and area of effect increased.
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NOTE: This should help balance out the Arm Penetrator as compared to the Core Banisher. The Penetrator does more damage and fires more rapidly, but has less armor and requires energy to fire. The Banisher has tracking and a much bigger blast radius and doesn't require energy to fire, but fires much more slowly and does less damage per second (though not per shot).
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Arm Annihilator and Core Doomsday and Gargoyle primary weapon area of effect increased.
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NOTE: These are all Tachyon weapons, so they have a bigger area of effect than a mere laser.
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Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
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Fixed some missing units from build menus and added Shark's Teeth and Floating Radars to Arm Beaver and Core Muskrat.
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All minelayers (vehicles, kbots, and ships) cost doubled.
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NOTE: Previously, minelayers had twice the build power of an equivalent construction unit and cost half as much to build, giving them four times the build power per cost of a construction unit. Now they still have double the build power, but cost the same as a construction unit, keeping them effective for assisting construction units or rapidly putting up mines and basic level 1 defenses, but as much as before.
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All gunships (Except the Core Krow) had their 360° firing arc reduce to the front 180°. This should help them not shoot down chasing fighters so easily.
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Beta 60
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Summary of changes:
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Arm Penetrator armor increased and reload increased.
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Arm Freedom Fighters and Core Avengers weapons have bigger area of effect.
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All gunships (Except the Core Krow) had their 360° firing arc reduced to roughly the front 180°. This wasn't done right in Beta 59, but should work now.
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Arm Blade and Core Blackdawn speed reduced.
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Arm MERL and Core Diplomat weapon velocity increased.
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Arm Big Bertha and Core Intimidator weapons area of effect increased and (in)accuracy reduced.
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NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
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Arm Bee and Core Bladewing armor reduced.
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NOTE: Drones are cheap and effective, but not well armored.
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Arm Mercury and Core Screamer weapon reload reduced and damage reduced.
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Arm Demolisher turret turn rate increased, reload reduced, damage reduced, and area of effect increased.
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Arm Marauder secondary missile weapon turret turn rate increased.
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Arm Rector and Death Cavalry and Core Necro and Grim Reaper energy costs doubled.
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NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
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Beta 61
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Summary of changes:
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Arm Bulldog and Core Goliath reload and damage reduced.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
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NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
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Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
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Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
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NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
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Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
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NOTE: Halved the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
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Beta 85
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Fixed build menu bugs for Arm Gantry Constructor and Arm/Core Strategic/Tactical nuclear silos
|
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Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
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Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
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Arm and Core Advanced Construction Sub can now build the Amphibious Complex.
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Beta 86
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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||||||
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||||||
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The new TADR release is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, etc. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
|
||||||
|
|
||||||
|
Depthcharges now continue to track targets outside their range, like missiles, making it harder for subs (Or other units) to outrun them.
|
||||||
|
|
||||||
|
Doubled the metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) for Arm Lemmings and Invaders and Core Roaches and Skuttles, so you can only carry half as many (10 Lemmings instead of 20, etc.).
|
||||||
|
|
||||||
|
Arm Gremlin mincloakdistance increased to 50 (25).
|
||||||
|
NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
|
||||||
|
|
||||||
|
Tripled the energy costs for the Arm Epoch and Core Black Hydra.
|
||||||
|
NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
|
||||||
|
|
||||||
|
Core Cauterizer attack run length and turnrate reduced.
|
||||||
|
NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
|
||||||
|
|
||||||
|
Arm Hermes cost reduced, armor increased, and firepower reduced to 1/2. They now use the Arm Chainsaw weapon.
|
||||||
|
|
||||||
|
Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
|
||||||
|
|
||||||
|
Arm and Core Nexus speed reduced to 1.2 (1.3).
|
||||||
|
NOTE: This gives them the same speed as Commanders.
|
||||||
|
|
||||||
|
Core Tidal Generator footprint changed to 3x3 (4x4), so they take up as little space as an Arm Tidal Generator.
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
Beta 90
|
||||||
|
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
|
||||||
|
|
||||||
|
Fixed Commander explosions doing full damage instead of no damage to Arm Moho Twilight, Core Moho Exploiter, and Arm Thunderstorm.
|
||||||
|
|
||||||
|
Arm Guardian and Core Punisher weapons are now line of sight weapons instead of ballistic.
|
||||||
|
NOTE: This should help improve their ability to attack incoming units instead of just denying the area.
|
||||||
|
|
||||||
|
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 1280 (800), reload increased to 1.6 (1.0), weapon velocity reduced to 600 (800), and edge effectiveness reduced to 0 (0.333).
|
||||||
|
NOTE: This puts the Radical/Blocker in the "budget Guardian/Punisher" category, giving a faster and cheaper option for defending against light T2 artillery attacks before you have T2 yourself.
|
||||||
|
|
||||||
|
Adjusted Arm Hermes, Flea, and Tripod and Core Oppressor "weight" for the Arm Condor and Core Vindicator to match their current metal cost.
|
||||||
|
|
||||||
|
Doubled build power for the Arm/Core Nanolathe Minelayer Turret.
|
||||||
@@ -1,79 +0,0 @@
|
|||||||
# 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.
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,580 +0,0 @@
|
|||||||
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 unit’s 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)
|
|
||||||
- OTA’s 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 unit’s 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.
|
|
||||||
|
|
||||||
|
|
||||||
Reference in New Issue
Block a user