Compare commits
7
Commits
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79007d38a4 | ||
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892bf9c540 | ||
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5c2163161b |
@@ -1,3 +1,4 @@
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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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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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@@ -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.
|
||||
|
||||
Core Viper area of effect increased.
|
||||
|
||||
Arm Flea range increased and damage reduced.
|
||||
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.
|
||||
|
||||
Arm Lemmings take less damage from other Lemmings explosions.
|
||||
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.
|
||||
|
||||
Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
|
||||
|
||||
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.
|
||||
|
||||
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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|
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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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|
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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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|
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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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|
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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
|
||||
Summary of changes:
|
||||
|
||||
Arm Bee armor increased.
|
||||
|
||||
Core Bladewing cost heavily reduced.
|
||||
|
||||
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.
|
||||
|
||||
Arm Bantha torso turn rate increased and the area of effect of its primary weapon doubled.
|
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|
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Core Krogtaar weapon range increased 50% and damage reduced by the same margin.
|
||||
|
||||
Arm and Core tactical nuclear silos and anti-nuke silos/units energy and build time costs cut to 50%.
|
||||
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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|
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Arm Spider armor increased.
|
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|
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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
|
||||
Summary of changes:
|
||||
|
||||
Core Instigator weapon damage increased but now requires energy to fire.
|
||||
|
||||
Arm Spider maneuverability increased.
|
||||
|
||||
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
|
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|
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Arm Bee armor reduced and build distance increased (To help them spread out instead of clustering).
|
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|
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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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|
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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.
|
||||
|
||||
Arm and Core MRU metal production increased to 3 (1).
|
||||
|
||||
Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
|
||||
@@ -0,0 +1,29 @@
|
||||
Beta 58
|
||||
Summary of changes:
|
||||
|
||||
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!
|
||||
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
|
||||
|
||||
Arm Peewee and Core A.K. speed and range increased and armor reduced.
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
Arm and Core Sabotage Mine/Micro Nuke build time increased.
|
||||
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.
|
||||
|
||||
Arm Rocko and Core Storm weapon area of effect reduced.
|
||||
|
||||
Arm Janus reload and damage reduced and tolerance increased.
|
||||
|
||||
Core Krogtaar weapon velocity increased.
|
||||
|
||||
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
|
||||
|
||||
Arm Infiltrator and Core Parasite weapon range increased.
|
||||
|
||||
Added anti-mine rockets to the Arm Valiant and Core Limiter.
|
||||
|
||||
Arm Moho Twilight now has a defensive paralysis weapon.
|
||||
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.
|
||||
@@ -0,0 +1,20 @@
|
||||
Beta 59
|
||||
Summary of changes:
|
||||
|
||||
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.
|
||||
|
||||
Arm Penetrator armor reduced by 50%, reload reduced to 2, damage roughly cut in half, and area of effect increased.
|
||||
|
||||
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).
|
||||
|
||||
Arm Annihilator and Core Doomsday and Gargoyle primary weapon area of effect increased.
|
||||
NOTE: These are all Tachyon weapons, so they have a bigger area of effect than a mere laser.
|
||||
|
||||
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
|
||||
|
||||
Fixed some missing units from build menus and added Shark's Teeth and Floating Radars to Arm Beaver and Core Muskrat.
|
||||
|
||||
All minelayers (vehicles, kbots, and ships) cost doubled.
|
||||
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.
|
||||
|
||||
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.
|
||||
@@ -0,0 +1,79 @@
|
||||
# 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.
|
||||
+464
-2
@@ -1,3 +1,465 @@
|
||||
December 18, 2022
|
||||
TA:T v2.0 Beta 59:
|
||||
|
||||
Arm Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
|
||||
|
||||
Core Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
|
||||
|
||||
Arm Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32). Also removed extra standingmoveorder=1; line.
|
||||
|
||||
Core Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32).
|
||||
|
||||
NOTE: This reduces the energy and metal production of construction Kbots by 1/3 to match their costs being reduced by 1/3 from their original cost back in Beta 25.
|
||||
|
||||
Arm Penetrator armor reduced to 3115 (4673).
|
||||
|
||||
Arm Penetrator weapon [ARMMANNI_WEAPON] reload reduced to 2.0 (5.066), damage reduced to 1184 (2000), area of effect increased to 64 (32), and energy per shot reduced to 697 (1177). Special damages adjusted accordingly.
|
||||
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).
|
||||
|
||||
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] area of effect increased to 64 (48).
|
||||
|
||||
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] area of effect increased to 64 (48).
|
||||
|
||||
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
|
||||
|
||||
Arm Decade and Core Supporter had CTRL_N added to Category.
|
||||
NOTE: This should fix the Control N hot key not selecting them.
|
||||
|
||||
Multiple fixes for menu errors (Arm Conqueror missing from non-south facing advanced shipyard menus, Arm Invader missing from all Advanced KBot Lab menus, etc.)
|
||||
|
||||
Added Shark's Teeth to the build menus for Arm Beaver and Core Muskrat.
|
||||
Added missing Amphibious Complex to the Arm Beaver build menu.
|
||||
|
||||
Added Floating Radars to the build menus for Arm Beaver and Core Muskrat.
|
||||
|
||||
Fixed the Core Reaper build picture (It was showing the OTA double-cannoned build picture).
|
||||
|
||||
Arm Podger metal cost increased to 204 (103), energy cost increased to 2914 (1456), buildtime increased to 5246 (2648), and armor increased to 1838 (928).
|
||||
|
||||
Core Spoiler metal cost increased to 217 (107), energy cost increased to 3110 (1513), buildtime increased to 5718 (2820), and armor increased to 2153 (1062).
|
||||
|
||||
Core Scorpion metal cost increased to 57 (29), energy cost increased to 839 (419), buildtime increased to 1511 (755), and armor increased to 475 (242).
|
||||
|
||||
Arm Valiant metal cost increased to 255 (142), energy cost increased to 2869 (1597), buildtime increased to 4918 (2738), and armor increased to 1658 (986).
|
||||
|
||||
Core Limiter cost increased to 260 (148), energy cost increased to 2925 (1665), buildtime increased to 5142 (2928), and armor increased to 1859 (1079).
|
||||
|
||||
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.
|
||||
|
||||
Arm Banshee weapon [MED_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Core Venom weapon [VENOM_LASER] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
|
||||
|
||||
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 32750 (65500) and pitchtolerance increased to 32750 (65500).
|
||||
|
||||
NOTE: This reduces gunships to a 180 degree firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
|
||||
|
||||
|
||||
|
||||
October 7, 2022
|
||||
TA:T v2.0 Beta 58:
|
||||
|
||||
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!
|
||||
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
|
||||
|
||||
Arm Peewee armor reduced to 162 (212), speed increased to 2.535 (1.94), and line of sight increased to 360 (320).
|
||||
Arm Peewee weapon [PEEWEE_EMG] range increased to 480 (360), damage reduced to 9 (12), and weapon timer increased to .9333 (.7).
|
||||
|
||||
Core A.K. armor reduced to 192 (251), speed increased to 2.305 (1.76), and line of sight increased to 360 (320).
|
||||
Core A.K. weapon [AK_LASER] range increased to 480 (360) and damage reduced to 17 (22).
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
Arm and Core Sabotage Mine/Micro Nuke build time increased to 900 (10).
|
||||
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.
|
||||
|
||||
Arm Rocko and Core Storm weapon [KBOT_ROCKET] area of effect reduced to 96 (128).
|
||||
|
||||
Arm Janus weapon [JANUS_ROCKET] reload reduced to 3.8 (5.263), damage increased to 374 (518), and tolerance increased to 2000 (1000).
|
||||
|
||||
Core Krogtaar weapon [COR_TAAR_RC] weapon velocity increased to 800 (600).
|
||||
|
||||
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
|
||||
|
||||
Arm Infiltrator and Core Parasite weapon [TWILIGHT] range increased to 1200 (800).
|
||||
|
||||
Added anti-mine rockets to the Arm Valiant and Core Limiter:
|
||||
firestandorders=1;
|
||||
StandingFireOrder=0;
|
||||
canpatrol=0; (Was 1)
|
||||
CanAttack=1;
|
||||
Weapon1=ANTIMINE_ROCKET;
|
||||
BadTargetCategory=VTOL;
|
||||
wpri_badTargetCategory=VTOL;
|
||||
|
||||
and their scripts were changed to allow them to use a weapon.
|
||||
|
||||
Arm Spider turret turn rate increased to 480 (180).
|
||||
|
||||
Arm and Core Construction Hovercraft can now build:
|
||||
Micro Fusions
|
||||
Moho Metal Makers
|
||||
Amphibious Complex
|
||||
Seaplane Platform
|
||||
|
||||
Arm Moho Twilight now has a defensive paralysis weapon. The following was added:
|
||||
canattack=1;
|
||||
shootme=1;
|
||||
firestandorders=1;
|
||||
StandingFireOrder=1;
|
||||
canstop=1;
|
||||
downloadable=1;
|
||||
Weapon1=ARMTICK_PARALYZER; (Not currently used by any unit)
|
||||
wpri_badTargetCategory=ALL;
|
||||
BadTargetCategory=NOWEAPON;
|
||||
NoChaseCategory=ALL;
|
||||
immunetoparalyzer=1;
|
||||
|
||||
and its script was changed to allow it to use a weapon.
|
||||
|
||||
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.
|
||||
|
||||
|
||||
|
||||
September 24, 2022
|
||||
TA:T v2.0 Beta 57:
|
||||
|
||||
Core Instigator description changed to "Light Assault Laser Tank" ("Light Assault Tank").
|
||||
Core Instigator weapon [GATOR_LASER] energy per shot increased to 9 (0) and damage increased to 80 (53).
|
||||
NOTE: Arm Flash tanks already get a 25% damage bonus from their EMG weapons which take no energy. Core Instigators now get a 50% damage bonus (Like most other energy weapons), but will require energy to fire.
|
||||
|
||||
Arm Spider turn rate increased to 1650 (1020), steeringmode set to 2 (1), and brake rate increased to 0.25 (0.15).
|
||||
|
||||
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
|
||||
|
||||
Core Bladewing speed reduced to 6.82 (7.0).
|
||||
NOTE: This should help Bladewings stay in a group with Venoms more easily.
|
||||
|
||||
Arm Bee build distance increased to 300 (60), armor reduced to 160 (369), and speed reduced to 7.5 (7.7).
|
||||
NOTE: This helps Bees not to stack right on top of each other so much when building/repairing (Since units stacked exactly on top of each other seem to ignore area of effect damage a lot). Bees are small flying nano-drones, able to quickly bring build/repair power to bear, but also fragile and vulnerable to attack, much like nano-turrets.
|
||||
|
||||
Arm Metal Generator metal cost reduced to 501 (1050), energy cost reduced to 10017 (31491), build time reduced to 18214 (57258), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
|
||||
|
||||
Core Metal Generator metal cost reduced to 520 (1089), energy cost reduced to 10209 (32094), build time reduced to 19039 (59850), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
|
||||
|
||||
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.
|
||||
|
||||
Arm MRU metalmake increased to 3.0 (1.0).
|
||||
|
||||
Core MRU metalmake increased to 3.0 (1.0).
|
||||
|
||||
Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
|
||||
|
||||
|
||||
|
||||
August 24, 2022
|
||||
TA:T v2.0 Beta 56:
|
||||
|
||||
Arm Bee armor increased to 369 (160).
|
||||
|
||||
Core Bladewing StandingMoveOrder set to 2 (1).
|
||||
NOTE: This sets them to Roaming as their default.
|
||||
|
||||
Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429), and buildtime reduced to 888 (2237).
|
||||
|
||||
Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma")
|
||||
|
||||
Arm Razorback weapon [MECH_RAPIDLASER] area of effect increased to 64 (12), tolerance increasd to 6000 (1000), explosiongaf set to RazFX2 ("fx"), and explosionart set to "exploblu" ("explode5").
|
||||
NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect.
|
||||
|
||||
Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16).
|
||||
NOTE: This reduced the flame bonus on the Karganeth from 100% to 50%, as was done to other flame units in Beta 55.
|
||||
|
||||
Arm Bantha torso turn rate increased to 185 (100).
|
||||
Arm Bantha weapon [ARMBANTHA_FIRE] area of effect increased to 128 (64).
|
||||
|
||||
Core Krogtaar weapon [COR_TAAR_RC] range increased to 750 (500) and damage reduced to 1260 (1890).
|
||||
|
||||
Arm Detonator energy cost reduced to 111449 (222897) and build time reduced to 101317 (202634).
|
||||
|
||||
Arm Protector energy cost reduced to 89159 (178317) and build time reduced to 81053 (162106).
|
||||
|
||||
Arm Scarab energy cost reduced to 88000 (176000) and build time reduced to 40000 (80000).
|
||||
|
||||
Core Catalyst energy cost reduced to 114306 (228612) and build time reduced to 106579 (213158).
|
||||
|
||||
Core Fortitude energy cost reduced to 91445 (182889) and build time reduced to 85263 (170526).
|
||||
|
||||
Core Hedgehog energy cost reduced to 92321 (184642) and build time reduced to 43051 (86101).
|
||||
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.
|
||||
This should help tactical silos to be more accessible in the mid-game.
|
||||
|
||||
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage increased to 387 (335) (special damages to fighters and bombers adjusted accordingly).
|
||||
|
||||
Arm Spider armor increased to 756 (555).
|
||||
|
||||
Arm Antarion metal cost increased to 5167 (3750), energy cost increased to 296332 (215066), build time increased to 289889 (210390), armor reduced to 25830 (26020), acceleration increased to 0.00675 (0.0045), turn rate increased to 126 (84), and added DamageModifier=0.5; (And set ARMORED to 1; in their scripts) while reducing their armor accordingly.
|
||||
|
||||
Arm Antarion weapon [ARMANTAR_LASER] reload reduced to 0.75 (1.5), damage increased to 746 (662), energy per shot increased to 476 (422), and weapon velocity reduced to 1000 (1500).
|
||||
NOTE: The reduction in weapon velocity is to help prevent shots from missing.
|
||||
|
||||
NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
|
||||
|
||||
Core Gargoyle acceleration increased to 0.006 (0.004), turn rate increased to 116 (77), and armor increased to 31256 (30680).
|
||||
|
||||
|
||||
|
||||
July 21, 2022
|
||||
TA:T v2.0 Beta 55:
|
||||
|
||||
Arm and Core Light Mine buildtime reduced to 150 (600).
|
||||
Arm and Core Medium Mine buildtime reduced to 450 (900).
|
||||
Arm EMP Mine and Core Neutron Mine buildtime reduced to 2769 (4500).
|
||||
Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime increased to 6923 (5400).
|
||||
NOTE: This standardizes the energy drain of building all mines to match the heavy mine (about 325 energy per second, assuming a mine layer vehicle). Previously, the light and medium mines were noticeably slower to build to keep their energy drain lower for earlier game use, but they use up such a small amount of energy over all that it doesn't matter much. Now they will build more quickly, allowing a minefield to be set up more rapidly.
|
||||
|
||||
Arm Mumbo description changed to "Rapid Fire Pulse-Laser Tank" ("Rapid Fire Laser Tank").
|
||||
|
||||
Arm Mumbo weapon [TAWF003_weapon] range decreased to 375 (563), damage increased to 57 (39), area of effect increased to 64 (12), rendertype set to 1 (0), explosiongaf set to RazFX2 (fx), explosionart set to exploblu (explode5), and model set to RazPlasma (Not set previously).
|
||||
|
||||
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).
|
||||
|
||||
Arm Viking and Core Cronus weapon [TREMSHIP] range reduced to 1250 (1725) and damage increased to 794 (575).
|
||||
|
||||
NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
|
||||
|
||||
Arm Courier and Core Emissary transportsize increased to 3 (2).
|
||||
NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
|
||||
|
||||
Arm Hulk and Core Envoy transport capacity increased to 24 (16).
|
||||
|
||||
Arm PACKO and Atlantis and Core SAM weapon [GA2] area of effect increased to 48 (12).
|
||||
|
||||
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] tolerance increased to 15000 (5000).
|
||||
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] tolerance increased to 15000 (5000).
|
||||
Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance increased to 15000 (5000).
|
||||
|
||||
NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
|
||||
|
||||
Arm FARK can now build:
|
||||
Arm Metal Maker
|
||||
Arm Advanced Solar
|
||||
Arm Geothermal Powerplant
|
||||
|
||||
Arm Thunder attackrunlength reduced to 225 (300).
|
||||
Core Shadow attackrunlength reduced to 251 (333).
|
||||
|
||||
Arm Thunder and Core Shadow weapon [ARMBOMB] area of effect reduced to 108 (256) and damage increased to 200 (75) (special damages to fighters and bombers adjusted accordingly).
|
||||
|
||||
Arm Phoenix attackrunlength reduced to 225 (450).
|
||||
Core Hurricane attackrunlength reduced to 251 (502).
|
||||
|
||||
Arm Tsunami attackrunlength reduced to 225 (566).
|
||||
Core Maelstrom attackrunlength reduced to 251 (630).
|
||||
|
||||
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 162 (256) and damage increased to 335 (145) (special damages to fighters and bombers adjusted accordingly).
|
||||
|
||||
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).
|
||||
|
||||
Arm and Core Commander and Decoy Commander scripts altered to comment out a line that set a variable to 1 when using the D-Gun which prevented other weapons from firing until it was reset, which sometimes didn't happen for quite a while:
|
||||
|
||||
AimTertiary(heading, pitch)
|
||||
{
|
||||
signal SIG_AIM;
|
||||
set-signal-mask SIG_AIM;
|
||||
// Static_Var_4 = 1;
|
||||
|
||||
NOTE: This should fix Commanders/Decoy Commanders from locking up and not firing their regular weapons after a D-Gun shot is fired.
|
||||
|
||||
Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
|
||||
NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
|
||||
|
||||
Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.5 (0.25).
|
||||
|
||||
Increased damage from [NANOBOOM] weapon to Arm and Core Nano Turrets to 1250 (250) so they are destroyed when the platform is, just like all of the other nano turret types.
|
||||
|
||||
Fixed some incorrect armor values on some of the advanced plant wreckages/heaps (They got missed in Beta 29 when the armor of wreckages and heaps were doubled).
|
||||
|
||||
Arm Advanced Shipyard (North, East, and West facing) wreckages metal value reduced (They were worth about twice as much metal as they should have been).
|
||||
|
||||
|
||||
Arm Banshee energy cost reduced to 1470 (1676), speed reduced to 7.5 (9.576) and acceleration reduced to 0.25 (0.5).
|
||||
|
||||
Arm Brawler energy cost reduced to 14411 (16431), speed reduced to 7.5 (9.576) and acceleration reduced to 0.2 (0.4).
|
||||
|
||||
Arm Sabre energy cost reduced to 9608 (10954), speed reduced to 8.25 (10.534) and acceleration reduced to 0.225 (0.45).
|
||||
|
||||
Arm Blade energy cost reduced to 43883 (50033), speed reduced to 7.15 (9.129) and acceleration reduced to 0.175 (0.35).
|
||||
|
||||
Core Venom energy cost reduced to 1509 (1721), speed reduced to 6.82 (8.72) and acceleration reduced to 0.225 (0.45).
|
||||
|
||||
Core Rapier energy cost reduced to 15453 (17619), speed reduced to 6.82 (8.72) and acceleration reduced to 0.175 (0.35).
|
||||
|
||||
Core Cutlass energy cost reduced to 10302 (11746), speed reduced to 7.49 (9.577) and acceleration reduced to 0.2 (0.4).
|
||||
|
||||
Core BlackDawn energy cost reduced to 46884 (53454), speed reduced to 6.5 (8.311) and acceleration reduced to 0.15 (0.3).
|
||||
|
||||
Core Krow energy cost reduced to 160794 (183327), speed reduced to 6.195 (7.921) and acceleration reduced to 0.1285 (0.257).
|
||||
NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
|
||||
|
||||
|
||||
Arm Construction Aircraft energy cost reduced to 2436 (2777).
|
||||
|
||||
Core Construction Aircraft energy cost reduced to 2558 (2916).
|
||||
|
||||
Arm Peeper energy cost reduced to 705 (804).
|
||||
|
||||
Core Fink energy cost reduced to 753 (858).
|
||||
|
||||
Arm Freedom Fighter energy cost reduced to 471 (537).
|
||||
|
||||
Core Avenger energy cost reduced to 482 (550).
|
||||
|
||||
Arm Thunder energy cost reduced to 2589 (2952).
|
||||
|
||||
Core Shadow energy cost reduced to 2658 (3030).
|
||||
|
||||
Arm Bee energy cost reduced to 1218 (1389).
|
||||
|
||||
Core Bladewing energy cost reduced to 1429 (1629).
|
||||
|
||||
Arm Atlas energy cost reduced to 4779 (5449).
|
||||
|
||||
Core Valkyrie energy cost reduced to 5135 (5855).
|
||||
|
||||
Arm and Core M.A.T. energy cost reduced to 5570 (6351).
|
||||
|
||||
|
||||
Arm Advanced Construction Aircraft energy cost reduced to 22110 (25208).
|
||||
|
||||
Core Advanced Construction Aircraft energy cost reduced to 23238 (26495).
|
||||
|
||||
Arm Hawk energy cost reduced to 5649 (6441).
|
||||
|
||||
Core Vamp energy cost reduced to 5822 (6638).
|
||||
|
||||
Arm Phoenix energy cost reduced to 27181 (30990).
|
||||
|
||||
Core Hurricane energy cost reduced to 28567 (32570).
|
||||
|
||||
Arm Eagle energy cost reduced to 31973 (36453).
|
||||
|
||||
Core Vulture energy cost reduced to 32746 (37335).
|
||||
|
||||
Arm Lancet energy cost reduced to 8296 (9459).
|
||||
|
||||
Core Titan energy cost reduced to 8711 (9932).
|
||||
|
||||
Arm Dragonfly energy cost reduced to 56343 (64239).
|
||||
|
||||
Core Seahook energy cost reduced to 58354 (66531).
|
||||
|
||||
Arm Spirit energy cost reduced to 151766 (173034).
|
||||
|
||||
Arm Stiletto energy cost reduced to 43269 (49332).
|
||||
|
||||
Core Cauterizer energy cost reduced to 95439 (108813).
|
||||
|
||||
Arm and Core A.M.A.T. energy cost reduced to 59472 (67806).
|
||||
|
||||
|
||||
Arm Construction Seaplane energy cost reduced to 14739 (16805).
|
||||
|
||||
Core Construction Seaplane energy cost reduced to 15492 (17663).
|
||||
|
||||
Arm Tornado energy cost reduced to 3766 (4294).
|
||||
|
||||
Core Voodoo energy cost reduced to 3881 (4425).
|
||||
|
||||
Arm Tsunami energy cost reduced to 18121 (20660).
|
||||
|
||||
Core Maelstrom energy cost reduced to 19044 (21713).
|
||||
|
||||
Arm Albatross energy cost reduced to 5531 (6306).
|
||||
|
||||
Core Typhoon energy cost reduced to 5807 (6621).
|
||||
|
||||
Arm Seahawk energy cost reduced to 21315 (24302).
|
||||
|
||||
Core Hunter energy cost reduced to 21831 (24890).
|
||||
NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.7x higher than vehicles. This brings them down to 1.5x higher than vehicles.
|
||||
|
||||
Arm Chainsaw and Core Eradicator weapon [ARM_CIR] reload reduced to 0.75 (1.5) and damage reduced to 48 (95) (Special damages adjusted accordingly).
|
||||
|
||||
Arm and Core Fortification Nano Turrets line of sight, radar range, and build distance increased to 1325 (1000).
|
||||
|
||||
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 48 (12).
|
||||
|
||||
|
||||
|
||||
June 19, 2022
|
||||
TA:T v2.0 Beta 54:
|
||||
|
||||
Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
|
||||
turnrate=3000;
|
||||
selfprop=1;
|
||||
guidance=1;
|
||||
tracks=1;
|
||||
|
||||
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
|
||||
|
||||
Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
|
||||
NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
|
||||
|
||||
Arm and Core Deep Core Moho Mine energy cost increased to 250800 (150480), metal cost reduced to 1520 (4560), build time increased to 230887 (138532), and energy use reduced to 300 (562.5).
|
||||
NOTE: This change to Deep Core Moho Mines means that they will only cost twice the metal of a Moho Mine and twice the energy to run, while still bringing in three times as much metal. However, they have a much longer build time and higher energy cost, making it difficult to skip Moho Mines in the earlier game and use Deep Cores instead.
|
||||
|
||||
This makes a Deep Core Moho Mine bring in about 2.3 times as much metal per metal spent (Including building energy to run it) on a 2.0 metal patch as the equivalent metal spent on energy production and Moho Metal Makers.
|
||||
|
||||
Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
|
||||
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.
|
||||
|
||||
Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
|
||||
|
||||
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
|
||||
|
||||
NOTE: The Core Morty and Arm FatBoy were mostly not firing at their full range due to their weapon velocity being too low for them to achieve that range.
|
||||
|
||||
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
|
||||
|
||||
Arm Fido weapon [BFIDO] range increased to 1200 (780), weapon velocity increased to 400 (350), damage reduced to 267 (410), and accuracy set to 600 (0 before).
|
||||
|
||||
NOTE: This lets the Fidos use their secondary/ballistic weapon mode perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
|
||||
|
||||
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.
|
||||
|
||||
Core Shiva weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
|
||||
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.
|
||||
|
||||
Arm MERL armor increased to 2515 (2480).
|
||||
Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
|
||||
|
||||
Core Diplomat armor reduced to 2951 (3029).
|
||||
Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
|
||||
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
|
||||
|
||||
[TINY_BUILDINGEX] weapon, which is used many places, had
|
||||
commandfire=1;
|
||||
added to it. This doesn't affect the explosion, but it is also used as the fake weapon on the M.A.T. and the A.M.A.T. used to trigger unloading/dropping carried units. Without it being command fire, it sometimes fires itself, thereby dropping the units before you wanted them to be. Now they will never unload until you specifically tell them to.
|
||||
|
||||
Added CTRL_P to the Core Venom category list.
|
||||
|
||||
Arm Bolo wreckage size increased 50% to match the size of the unit itself.
|
||||
|
||||
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
|
||||
NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
|
||||
|
||||
Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
|
||||
Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
|
||||
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
|
||||
|
||||
|
||||
|
||||
June 5, 2022
|
||||
TA:T v2.0 Beta 53:
|
||||
|
||||
@@ -78,7 +540,7 @@ Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs
|
||||
|
||||
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.
|
||||
|
||||
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air increased to 40 (59), and damage to ground increased to 13 (59), and model changed to missile (shipmissile).
|
||||
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air reduced to 40 (59), damage to ground reduced to 13 (59), and model changed to missile (shipmissile).
|
||||
|
||||
Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
|
||||
|
||||
@@ -154,7 +616,7 @@ NOTE: This is to help prevent bombers and fighters nearby taking damage from bom
|
||||
|
||||
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
|
||||
|
||||
NOTE: This puts Advanced/Seaplane Bomber bombs at the same area of effect as level 1 bombers. The bigger area of effect was to easy to do widespread damage with, especially if you keep up a steady stream of bombs, eclipsing the usefulness of other aircraft.
|
||||
NOTE: This puts Advanced/Seaplane Bomber bombs at the same area of effect as level 1 bombers. The bigger area of effect was too easy to do widespread damage with, especially if you keep up a steady stream of bombs, eclipsing the usefulness of other aircraft.
|
||||
|
||||
Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
|
||||
NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
|
||||
|
||||
@@ -0,0 +1,580 @@
|
||||
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