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Axle1975 abac020698 Add tdraw.dll, tdraw.txt and LICENSE 2026-06-20 14:44:01 +10:00
Axle1975 e8b532f99e tatw-2.0b83 2024-04-21 22:03:29 +10:00
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text rev31.gp3 filter=lfs diff=lfs merge=lfs -text
tdraw.dll filter=lfs diff=lfs merge=lfs -text
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Beta 83
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Added a new unit, the Nexus, to the Arm and Core Kbot Labs. The Nexus is a Kbot Transport, able to hold up to 6 units with a 3x3 footprint or smaller. It has firing ports, meaning units inside can fire outside while remaining protected inside the transport.
Added two T3 construction units:
Arm Experimental Construction Vehicle
Core Experimental Construction Vehicle
These are both built from the Experimental Gantries and have triple the build power of an advanced construction vehicle (About 4.5x the construction power of a Commander or a nanolathe turret).
The following structures have been removed from the build menus of advanced construction units and are now only buildable by the Experimental Construction Vehicles:
Advanced Fusions
Deep Core Moho Mine
Hyper Radar
Vulcan/Buzzsaw
Arm Bear and Core Turtle no longer have firing ports and can now carry 16 units instead of 6.
Increased turning rate and flight time for vertically launched rockets to prevent them from running out of fuel when attacking targets to the south of them at maximum range.
Reduced Shodan line of sight and range.
Increased Arm and Core Advanced Solar Collector armor.
Reduced Arm and Core Moho Geothermal Powerplant energy production to 1400 (2500).
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# TA Demo Recorder and Community Patch
## LICENSE
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
The MIT License (MIT)
Copyright (c) 2023 Axle1975, FunkyFr3sh
Copyright (c) 2019 Xpoy
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
The MIT License (MIT)
Copyright (c) 2015 Rime
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
The MIT License (MIT)
Copyright (c) 2015 Chaos
Copyright (c) 2003 Fnordia
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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March 30 2024
TA:T v2.0 Beta 83:
Added a new unit, the Nexus, to the Arm and Core Kbot Labs. The Nexus is a Kbot Transport, able to hold up to 6 units with a 3x3 footprint or smaller. It has firing ports, meaning units inside can fire outside while remaining protected inside the transport. However, as a Kbot transport, it doesn't move very quickly. It has roughly half the armor of the Arm Courier or Core Emissary but travels only slightly faster than the Commander.
This is an experimental unit, but the idea is to eventually give a version to both Arm and Core. For right now, however, they share the same unit.
Added two T3 construction units:
Arm Experimental Construction Vehicle
Core Experimental Construction Vehicle
These are both built from the Experimental Gantries and have triple the build power of an advanced construction vehicle (About 4.5x the construction power of a Commander or a nanolathe turret).
The following structures have been removed from the build menus of advanced construction units and are now only buildable by the Experimental Construction Vehicles:
Advanced Fusions
Deep Core Moho Mine
Hyper Radar
Vulcan/Buzzsaw
Additionally, they can build some of the advanced structures such as Moho Twilights/Exploiters, Toasters/Ambushers, Annihilators/Doomsday Machines, Mercuries/Screamers, Metal Generators, Thunderstorms/Firestorms, Advanced Energy and Metal Storages, and all advanced factories.
Arm Bear transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 16916 (12689), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)").
Core Turtle transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 19194 (14395), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)").
NOTE: This removes firing ports from the Hover transports (The Nexus Kbot transport now has that role) and in return they can carry more units and have somewhat more armor.
Arm Courier description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)").
Core Emissary description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)").
Arm Hulk description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)").
Core Envoy description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)").
Core Intruder description changed to "Amphib. Armed Heavy Assault Transport (capacity 24 4x4 units)" ("Amphibious Armed Heavy Assault Transport (capacity 24 units)").
Arm Wombat weapon [ARMMH_WEAPON] flight time increased to 6.0 (4.25) and turnrate increased to 12615 (8410).
Core Nixer weapon [CORMH_WEAPON] flight time increased to 6.0 (4.5) and turnrate increased to 12615 (8410).
Core Dominator weapon [CORHRK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Arm MERL weapon [ARMTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Core Diplomat weapon [CORTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Core Shiva weapon [SHIVA_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
NOTE:
I noticed that sometimes vertically launched rockets from Dominators weren't hitting targets at maximum range. The rockets were running out of fuel a bit before arriving (Smoke stops coming out the back) and they just fell and landed in front of it. But this didn't always happen. I finally realized why.
If Dominators are above a target (Attacking a target below/south of themselves), the rockets are already aimed up (Towards the top of the screen), and so have to turn around 180 degrees to hit the target below them, which means they take longer to get there. This is independent of the direction the Dominators themselves are facing.
If they are to the side, they turn less, and if they are below (Attacking a target above/north of themselves), they're already "facing" the right way, so the rockets just arc forward and down and hit.
With a better turn rate and a longer flight time, they now hit targets at maximum range even if the are above/north of the target. I made the same changes to the other vertical launch rocket units for the same reason.
Core Shodan line of sight reduced to 563 (675).
Core Shodan weapon [SHODAN_LASER] range reduced to 563 (675), damage increased to 90 (75), and energy per shot increased to 24 (23).
NOTE: The extra range gave Shodans an advantage compared to Levelers, but too much so. This reduces them to 25% more range than a Leveler instead of 50% more.
Arm Advanced Solar armor increased to 1247 (718) and damagemodifier removed (Was 0.9).
Core Advanced Solar armor increased to 1334 (751) and damagemodifier removed (Was 0.9).
NOTE: This makes advanced solars a little more robust, with about 60% more armor than a regular solar collector. However, regular solar collectors have about 2.5 times more armor than an advanced solar collector when folded up, keeping them a very difficult energy source to raid. The damage modifier wasn't actually doing anything, and therefore removed.
Arm Dragon's Claw line of sight increased to 675 (630).
Core Dragon's Maw line of sight increased to 675 (630).
NOTE: This gives them line of sight equal to their range instead of 88% of their range.
Arm Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)").
Core Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)").
NOTE: Regular Geos used to be worth 500 energy, but were reduced to 350. However, the Moho Geos were still worth 5 "500E" Geos, for 2500 total. This changes them to be worth 4 "350E" Geos, instead.
March 3 2024
TA:T v2.0 Beta 82a:
Hotfix to fix a typo that broke nanoturrets.
March 3 2024
TA:T v2.0 Beta 82:
Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey for the nano platforms (was B, is now Y) (Thanks ChaoStorm!).
Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0).
Changed the sweetspot that is targeted by enemies to "torso" ("base").
NOTE: Base was on the ground under the unit, causing units to fire at the ground in front of the Tripod sometimes.
Increased Arm Tripod torso turn rate to 150 (90 and 100 for secondary and tertiary weapons).
Arm Tripod weapon [ARM_GRENADE] had selfprop=1; removed.
NOTE: This was causing the grenade to travel in a mostly straight line after being fired, instead of a ballistic arc, causing it to hit obstructions like wreckage and Dragon's Teeth instead of flying over them.
Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate increased to 12615 (8410).
NOTE: This lets Oppressors hit things in roughly their outer two thirds of their range instead of just the outer half of their range. This means they can hit enemies a bit closer to themselves, while still not really able to engage things up close.
Removed CTRL_H hotkeys from the Arm and Core Construction Hovercraft.
February 10 2024
TA:T v2.0 Beta 81:
Added hotkey fixes to the minelayer units and Bees (Thanks ChaoStorm!).
Arm Wombat weapon [ARMMH_WEAPON] weapontimer reduced to 4 (5).
Core Nixer weapon [CORMH_WEAPON] weapontimer reduced to 4 (5).
NOTE: Other v-launch rocket units had a weapon timer of 4 instead of 5. The weapon timer for Wombats and Nixers was 5, which meant the rocket travelled vertically one extra second before turning to track the target, meaning they were further away and therefore running out of tracking just a little before hitting. Thanks for spotting this, Magpie!
Core Oppressor had CTRL_G hotkey added.
Arm Tripod and Core Oppressor added to special damage lists. Previously, they weren't taking the correct damage from paralyzer weapons and no damage from Commander blasts.
Added CTRL_H and CTRL_G hotkey to:
Arm Construction Hovercraft
Arm Bear
Arm Concealer
Arm Spotter
Core Blotter
Core Construction Hovercraft
Core Turtle
Core Watcher
Added CTRL_H hotkey to:
Arm Pelican
Core Clasher
NOTE: All other hovercraft already had both CTRL_G and CTRL_H hotkeys.
December 15 2023
TA:T v2.0 Beta 80:
ARM Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed.
ARM Construction Aircraft Had following units added to its build menu.
-Floating Hovercraft Platform
-Tidal Generator
-Floating Metal Maker
-Shark's Teeth
-Stingray
-Sentry
-Floating Radar Tower
-Harpoon
CORE Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed.
Core Construction Aircraft had following units added to its build menu.
-Floating Hovercraft Platform
-Tidal Generator
-Floating Metal Maker
-Shark's Teeth
-Thunderbolt
-Stinger
-Floating Radar Tower
-Urchin
NOTE:
The above is courtesy of ChaoStorm! This will free up 8 unit slots, and the hovercraft platforms aren't in as heavy use as the other plants. Also, construction aircraft can now build surface water structures. They can't build underwater, but they can still reach the surface.
Also thanks to ChaoStorm, the following build pictures are no longer corrupted or "radioactive" looking:
Arm Flakker NS
Arm Beamer
Arm Thunderstorm
Core HLLT
The StarGate unit was removed in Beta 79 in favor of the new Galactic Gate functionality, but was left out of the changelog.
Removed entries from weapon damages for removed units:
TalGate
ARMHPE
ARMHPW
ARMFHPE
ARMFHPW
CORHPE
CORHPW
CORFHPE
CORFHPW
Three new units added!
Added Arm Tripod:
Built by the T1 Kbot Lab, this hybrid Kbot has a laser for attacking closer targets and a grenade for distance. It costs similarly to a Rocko. The Tripod always prefers the laser weapon over the grenade. The grenade can only fire when the Tripod is stopped (And can steady his aim) and no enemies are in laser range. The Tripod is less specialized in an artillery role than the Hammer, but is also able to defend itself as well as performing in a skirmish role much better than the Hammer.
Added Core Oppressor:
Built by the T1 Kbot Lab, this vertical launch rocket Kbot is a lighter and cheaper version of the Dominator. It costs 50% more than a Thud and has the same range, but due to poor tracking on the rockets is unable to hit closer targets. It is best used on slow or stationary targets at range.
Changed movement class to NANOTURRET (NANOTURRETSMALL) for the following:
Arm and Core Nanolathe Turret
NOTE: Previously, when using the NANOTURRETSMALL movement class, their footprint was too small for the nanlathe platform, thus not allowing them to build other nanolathe platforms at a distance. Now they will be able to again.
Added Arm and Core Nanolathe Minelayer Turret. This is another nanoturret that can be built by nanolathe platforms, just like the other nanoturrets (Repair, fortification, etc.). It has a very low build power (The same as the repair turret) and can only build mines and Dragon's Teeth. The low build power means they'll build mines relatively slowly, but hopefully this will help prevent abuse (Trying to build mines underneath attacking units, building mines in an enemy base, etc.). Minelayer turrets (and nanolathe platforms) are also resistant to mine explosions, taking 1/20 normal damage, just like mine layer units, and regenerate. However, they are destroyed by anti-mine rockets.
Arm and Core Submersible Nanolathe Platform added HealTime=4;.
NOTE: This give the nanolathe platforms the ability to self-repair so they can repair damage from nearby mine explosions, just like minelayer turrets can.
Core Shodan weapon [SHODAN_LASER] energy per shot increased to 23 (17).
NOTE: In Beta 79, the Shodan damage was reduced to 2/3s, so I reduced the energy per shot to 2/3s. However, the range was also increased by 50%, which would increase the energy per shot, but I didn't take that into account.
Arm Fortification HLT Post armor reduced to 4048 (5126).
Core Fortification HLT Post armor reduced to 4168 (5281).
Arm Sentinel armor reduced to 810 (1080).
Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage increased to 1124 (684), reload reduced to 1.089 (1.1775), and energy per shot increased to 624 (253).
Core Gaat Gun armor reduced to 840 (1120).
Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage increased to 1259 (764), reload reduced to 1.175 (1.2915), range reduced to 800 (815), and energy per shot increased to 692 (287).
Arm Stingray armor reduced to 612 (816).
Core Thunderbolt armor reduced to 653 (870).
Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 1260 (705), reload increased to 1.005 (1), and energy per shot increased to 812 (247).
NOTE: Arm and Core HLTs and Fortification HLTs have been put back to half armor/double firepower ratio (Instead of 50% armor/50% more firepower like the other laser weapons). Additionally, their damage was further increased by 33% at the cost of 100% more energy per shot.
In other words, energy weapons normally get 50% more damage than the baseline, but HLTs now get another 50% damage above baseline for a total of double the baseline. So they get 33% more than the 50% above baseline they already had, but at the cost of doubling their energy per shot cost, instead of just 33% more energy per shot. This is in addition to the extra damage from the above armor/firepower ratio adjustment.
This should help HLTs to hit much harder than their cost equivalent in lighter laser defenses (Such as multiple LLTs), but at a much higher energy cost. An HLT will do about 80% more damage than its cost in LLTs, but will use up about 270% more energy to do so. HLTs will destroy Flashes and Instigators in a single shot and Stumpies/Raiders in 2 to 3 shots, making them very effective and handling attacking units with heavy armor.
Arm Light Laser Tower energy cost increased to 556 (446), metal cost increased to 101 (81), build time increased to 3030 (2430), and armor increased to 269 (216).
Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22).
Core Light Laser Tower energy cost increased to 578 (462), metal cost increased to 105 (84), build time increased to 3230 (2584), and armor increased to 280 (224).
Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage increased to 81 (65) and energy per shot increased to 30 (24).
NOTE: Making LLTs slightly more expensive gives a bit more armor and firepower, allowing them to be more able to handle a single Flash or Instigator. Beamer and HLLT costs/armor/firepower went up the same percentage (See below).
Core HLLT energy cost increased to 2089 (1671), metal cost increased to 380 (304), build time increased to 11693 (9354), and armor increased to 1224 (979).
Arm Beamer energy cost increased to 2016 (1617), metal cost increased to 367 (294), build time increased to 10998 (8820), and armor increased to 978 (784).
Arm Beamer weapon [TAWF001_weapon] damage reduced to 87 (93) and energy per shot increased to 64 (60).
NOTE: This reduces the overall firepower to 1/2 of the baseline to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot. The Beamer also still takes twice as much energy to fire, due to its penetrating effect.
Arm and Core Bunker added HealTime=4;.
NOTE:
HealTime lets units self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit.
Core Moho Exploiter line of sight increased to 1000 (700).
Arm Wind Generator metal cost reduced to 72 (97), energy cost reduced to 99 (133), build time reduced to 2160 (2910), and armor reduced to 72 (97).
Core Wind Generator metal cost reduced to 70 (94), energy cost reduced to 96 (129), build time reduced to 2154 (2893), and armor reduced to 77 (103).
NOTE: This means Wind Generators cost about 1/2 of a Solar, so if they produce 10 energy, they're roughly equivalent to a solar, metal cost-wise (But not energy cost-wise or armor-wise).
Arm and Core Light Naval Mine buildtime reduced to 600 (1200).
NOTE: This brings their energy drain while building in line with all the other mines.
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] energy per shot increased to 3832 (3000).
Arm Ambusher and Core Toaster turret turn rate increased to 30 (20).
NOTE: This brings it in line with the Guardian and Punisher.
Arm Ambusher weapon [ARMAMB_GUN] damage reduced to 4071 (6107), reload reduced to 3.75 (5.625), and changed to line of sight (ballistic).
Core Toaster weapon [CORTOAST_GUN] damage reduced to 4523 (6785), reload reduced to 4.0 (6.0), and changed to line of sight (ballistic).
NOTE: This will help the Ambusher and Toaster to hit incoming targets more often. Previously, they frequently missed and with the longer reload, they didn't get many chances, and with ballistic shots, they struggled to hit closer targets.
Core Poison Arrow turret turn rate increased to 90 (70).
NOTE: This brings it in line with the Goliath.
Arm and Core MRU self-destruct explosion changed to [MINE_NUKE] ([ATOMIC_BLAST]).
NOTE: They produce half the energy of a fusion, and if purposely detonated should be quite destructive.
Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 489 (407).
Arm Pit Bull weapon [ARMPB_WEAPON] range increased to 1125 (900).
Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] range increased to 300 (240), reload reduced to 0.48 (1.0), and damage reduced to 36 (75).
Arm Gremlin weapon [ARMST_GAUSS] range increased to 300 (240), reload reduced to 0.7 (1.4) and damage reduced to 104 (208).
Arm Warrior weapon [ARMWAR_GAUSS] range increased to 600 (480).
Arm Fido weapon [GAUSS] range increased to 600 (480).
Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range increased to 563 (450), reload reduced to 0.56 (0.866) and damage reduced to 81 (125).
Arm Conqueror weapon [ARM_CRUS] range increased to 1250 (1000), reload reduced to 0.675 (1.35) and damage reduced to 248 (495).
NOTE: To help differentiate Gauss weapons and give them more of a distinct feel, they have been changed to have a faster reload (Some, like the Warrior and Pit Bull, were already fast firing), and also given 25% extra range "free" (Although the Maverick already had 25% more range than standard, so it was given 25% more damage, instead.
Core Executioner weapon [COR_CRUS] reload reduced to 1.0 (1.5), damage reduced to 593 (890), and energy per shot reduced to 277 (546).
Core Berserker weapon [BERSERK] damage reduced to 42 (28) and energy per shot increased to 9.4 (0).
Core Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896).
Core Doomsday and Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] range increased to 1200 (1150) and damage reduced to 262 (273).
NOTE: Previously, these weapons were just 5% under T2 artillery range. Now they're at T2 artillery range.
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage reduced to 1452 (4356) and reload reduced to 2.0 (6.0).
NOTE: The faster reload on the Blade/Blackdawn weapon will help them function better in their gunship role, while still remaining very heavy hitters, able to take out a Guardian in three hits, for example.
Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter weapon [ANTIMINE_ROCKET] special damage to Arm and Core Repair turrets set to 0 (800).
NOTE: Anti-Mine rockets damage fortification and minelayer nano-turrets, but don't affect regular nano-turrets, so they shouldn't affect repair turrets, either.
Arm Pit Bull and Core Viper destroyed explosion changed to MEDIUM_BUILDINGEX (LARGE_BUILDINGEX) and self-destruct explosion changed to MEDIUM_BUILDING (LARGE_BUILDING).
NOTE: They're not big enough to warrant a large building explosion.
Arm Millennium weapon [ARM_BATSAFT] changed to ballistic (line of sight).
Core Warlord weapon [COR_BATS] changed to ballistic (line of sight).
Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] changed to ballistic (line of sight).
NOTE: Changing the battleship and dreadnought cannons to back to ballistic instead of makes them less effective at targeting enemies close range, encouraging you to escort them with Cruisers or other smaller ships will help support them. Also, remember that the Warlord sacrifices a second cannon to have a powerful laser, and that laser has no trouble hitting up close.
This change will also help prevent Battleships and Dreadnoughts from hitting subs with their big blast radius, even though they're underwater, when the subs move in close to attack, making them more vulnerable to sub attacks again encouraging escorts.
Weapons removed:
Removed the following "Range Ring" weapons:
[RANGE_BERTHA] ID=180; (Arm Big Bertha and Vulcan)
[RANGE_TIMMY] ID=194; (Core Intimidator and Buzzsaw)
[RANGE_TACNUKE] ID=98; (Arm Detonator and Core Catalyst)
[RANGE_NUKE] ID=5; (Arm Retaliator and Core Silencer)
Arm Big Bertha and Vulcan radar range increased to 6900 (50).
Core Intimidator and Buzzsaw radar range increased to 7300 (50).
Arm Detonator and Core Catalyst radar range increased to 3800 (0).
NOTE: The radar given to these units is just for the purposes of giving them "range rings", and does not actually give radar coverage. This is so we can remove the range ring weapons they were using to free up weapon ID slots.
The range ring is green instead of white (It was using an anti-nuke type weapon for the range ring before), but it works. Also, previously, the white range ring from the range ring weapons was accurate on the mini-map, but a bit too large on the mega map. That's no longer the case with the "radar" range ring.
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 8410 (12615).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 8410 (12615).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 8410 (12615).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 8410 (12615).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 8410 (12615).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 8410 (12615).
NOTE: This decrease in the tracking of the vertically launched rockets makes them unable to hit targets within approximately the first half of their range. This leaves them effective at ranged engagement but should make them more vulnerable to enemies up close.
Arm Ranger weapon [ARMMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0).
Core Messenger weapon [CORMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0).
NOTE: This gives tracking to the vertically launched rockets used by the Ranger and Messenger.
Core Termite and Clasher weapon [CORE_TERMITE_LASER] soundstart changed to Laser_med2 (LASRHVY3).
Arm Piranha armor reduced to 3335 (6669), turn rate increased to 210 (140), sonar range increased to 1800 (1100), and line of sight increased to 960 (650).
Core Shark armor reduced to 3787 (7574), turn rate increased to 200 (133), sonar range increased to 1800 (1100), and line of sight increased to 960 (650).
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] damage increased to 3191 (2500), reload reduced to 4.51 (4.787), and range increased to 1200 (813).
NOTE: This should help the hunter-killer subs fit their role better, trading armor for more firepower and range. They can one-shot enemy T1 subs. They should usually be able to spot enemy subs or ships before they are spotted, do heavy damage, and then (hopefully) leave before they are detected (hit and run).
Below are changes to unit descriptions. The goal was to give more useful information, such as specific amounts of energy/metal produced or used by a unit, describing the specific types of weapons a unit has, or other information that might not be immediately obvious.
Arm and Core Solar Collector description changed to "Produces Energy (+20E Stores 200E). 4x armor when closed." ("Produces Energy").
Arm and Core Wind Generator description changed to "Produces Energy (+0-25E). Fragile" ("Produces Energy").
Arm and Core Advanced Solar Collector description changed to "Produces Energy (+50E Stores 500E)" ("Produces Energy").
Arm and Core Advanced Solar Collector description changed to "Cloaking Self-Powered Metal Maker (+2M)" ("Cloaking Self-Powered Metal Maker").
Arm and Core Energy Storage description changed to "Increases Energy Storage (+5000E)" ("Increases Energy Storage").
Arm and Core Metal Storage description changed to "Increases Metal Storage (+500M)" ("Increases Metal Storage").
Arm and Core Underwater Energy Storage description changed to "Increases Energy Storage (+7500E)" ("Increases Energy Storage").
Arm and Core Underwater Metal Storage description changed to "Increases Metal Storage (+750M)" ("Increases Metal Storage").
Arm and Core Adv. Submersible Energy Storage description changed to "High Capacity Energy Storage (+15000E)" ("High Capacity Energy Storage").
Arm and Core Adv. Submersible Metal Storage description changed to "High Capacity Metal Storage (+3000M)" ("High Capacity Metal Storage").
Arm Defender and Core Pulverizer description changed to "Anti-air Missile Tower (1/3 damage to non-air units)" ("Anti-air Missile Tower").
Arm Sentry and Core Stinger description changed to "Floating Anti-air Tower (1/3 damage to non-air units)" ("Floating Anti-air Tower").
Arm and Core Dragon's Eye description changed to "Cloaking Submersible Perimeter Camera (line of sight)" ("Submersible Perimeter Camera").
Arm Pack0 description changed to "Pop-Up Med. Anti-Air Battery(1/3 dmg to non-air/Close 4x Armor)" ("Pop-Up Med. Anti-Air Battery").
Core SAM description changed to "Med. Anti-Air Battery (1/3 damage to non-air units)" ("Med. Anti-Air Battery").
Arm and Core Geothermal Powerplant description changed to "Produces Energy (+350E Stores 1000E)" ("Produces Energy / Storage").
Arm and Core Moho Geothermal Powerplant description changed to "Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source").
Arm Prude description changed to "Safe Flexible Armored Geothermal Powerplant (+2000E or +24M)" ("Safe Geothermal Powerplant(Produce energy or convert to metal)").
Core Behemoth description changed to "Armored Geothermal Plasma Battery (+2000E Uses energy to fire)" ("Geothermal Plasma Battery").
Arm and Core Metal Extractor description changed to "Extracts Metal (-15E while extracting)" ("Extracts Metal").
Arm and Core Underwater Metal Extractor description changed to "Extracts Metal (+10% M -11.25E while extracting)" ("Extracts Metal").
Arm Twilight description changed to "Stlth/Cloak Metal Extractor(+25% M/-18E/-15E Clk/EMP explosion)" ("Stealthy Cloakable Metal Extractor").
Core Exploiter description changed to "Stealthy Armed Metal Extractor(+25%M -18E Big explosion/Self-D)" ("Stealthy Armed Metal Extractor").
Arm and Core Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor").
Arm and Core Underwater Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor").
Arm Moho Twilight description changed to "Stlth/Clk Moho Mine(x3.75 M/-187E/-150E Clk/EMP weapon/Jam/LOS)" ("Stealthy Cloakable Moho Mine Jammer").
Core Moho Exploiter description changed to "Stealthy Armed Moho Mine (x3.75 M -187E Large explosion/Self-D)" ("Moho Exploiter").
Arm Dragon's Claw description changed to "Hardened pop-up Lightning Turret (EMP immune/Close 4x Armor)" ("Hardened Anti-Swarm Lightning Turret").
Core Dragon's Maw description changed to "Hardened pop-up Flame Turret (EMP immune/Close for 4x Armor)" ("Hardened Anti-Swarm Flamethrower Turret").
Arm and Core Fortification Wall HLT Post description changed to "Hardened heavily armored HLT emplacement (Can't be paralyzed)" ("Hardened HLT Emplacement").
Arm Chainsaw and Core Eradicator description changed to "Heavy Flak Missile Turret (1/3 damage to non-air units)" ("Heavy Flak Missile Turret").
Arm and Core Floating Radar Tower name changed to "Floating Radar Tower" ("Floating Radar Tower (Radar and line of sight)") and description changed to "Floating Radar Tower (Radar and line of sight)" ("Locates Units").
NOTE: When changing the description for the Floating Radar Towers in beta 74, the name was accidentally changed instead of the description. This fixes that.
Arm and Core Tidal Generator description changed to "Produces Energy (Energy output is map dependent)" ("Produces Energy").
Arm Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal").
Arm Floating Metal Maker Generator description changed to "Converts Energy to Metal (-112.5E -> +1M)" ("Converts Energy to Metal").
Arm Moho Metal Maker Generator description changed to "Converts Energy to Metal (-900E -> +8M)" ("Converts Energy to Metal").
Arm Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-910E -> +9M)" ("Converts Energy to Metal").
Core Metal Maker Generator description changed to "Converts Energy to Metal (-137.5E -> +1M)" ("Converts Energy to Metal").
Core Floating Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal").
Core Moho Metal Maker Generator description changed to "Converts Energy to Metal (-990E -> +8M)" ("Converts Energy to Metal").
Core Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-1000E -> +9M)" ("Converts Energy to Metal").
Arm Flea description changed to "Very Light Fast Swarm KBot" ("Very Light Swarm KBot").
Arm Peewee description changed to "Light Fast Infantry EMG Kbot" ("Light Infantry Kbot").
Core A.K. description changed to "Light Fast Infantry Kbot" ("Light Infantry Kbot").
Arm Jethro and Core Crasher description changed to "Anti-air Kbot (1/3 damage to non-air units)" ("Anti-air Kbot").
Arm Podger and Core Scorpion and Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket" ("Minelayer/Sweeper w/Anti-Mine EMP Rocket").
Arm Flash description changed to "Light Assault EMG Tank" ("Fast Assault Tank").
Arm Stumpy and Core Raider description changed to "Medium Assault Plasma Tank" ("Medium Assault Tank").
Arm Samson and Core Slasher description changed to "Anti-air Missile Truck (1/3 damage to non-air units)" ("Anti-air Missile Truck").
Arm Panther description changed to "Lightning Tank w/ anti-air missile(1/3 damage to non-air units)" ("Lightning Tank").
Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)" ("Amphibious Mobile Resource Unit").
Arm Mumbo description changed to "Heavy Rapid-Fire Pulse-Laser Tank" ("Rapid Fire Pulse-Laser Tank").
Core Reaper description changed to "Heavy Flamethrower Tank" ("Flamethrower Tank").
Arm Bulldog description changed to "Heavy Assault Tank" ("Very Heavy Assault Plasma Tank").
Core Goliath description changed to "Very Heavy Assault Tank" ("Very Heavy Assault Plasma Tank").
Arm Luger and Core Pillager description changed to "Mobile Plasma Artillery" ("Mobile Artillery").
Arm Scarab and Core Hedgehog description changed to "Mobile Anti-Nuclear Missile Defense" ("Mobile Anti-missile Defense").
Arm MERL and Core Diplomat description changed to "Heavy Mobile Rocket Launcher" ("Mobile Rocket Launcher").
Core Tremor description changed to "Heavy Rapid-Fire Artillery Vehicle" ("Heavy Artillery Vehicle").
Core Banisher description changed to "Heavy Rocket Tank" ("Heavy Missile Tank").
Core Intruder description changed to "Amphibious Armed Heavy Assault Transport (capacity 24 units)" ("Amphibious Heavy Assault Transport (capacity 24 units)").
Arm Recluse description changed to "All-terrain Rocket Salvo Spider Tank" ("All-terrain Rocket Salvo Tank").
Arm Gremlin description changed to "Cloakable Stealth Tank (Lemming explosion)" ("Cloakable Stealth Tank").
Arm Triton description changed to "Medium Amphibious Plasma Tank (Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)").
Arm Hermes description changed to "Heavy Flak Missile Tank (1/3 damage to non-air units)" ("Heavy Flak Missile Tank").
Core Termite description changed to "All-terrain Assault Laser Vehicle" ("All-terrain Assault Vehicle").
Core Poison Arrow description changed to "Heavy Amphibious Plasma Tank (Fast/Maneuverable)" ("Heavy Amphibious Tank (Fast/Maneuverable)").
Arm Banshee description changed to "Light EMG Gunship" ("Light Gunship").
Arm Zipper description changed to "Fast Assault EMG Kbot" ("Fast Raider Kbot").
Core Pyro description changed to "Fast Assault Flamethrower Kbot (Large explosion/Self-Destruct)" ("Fast Assault Kbot").
Arm Zeus description changed to "Heavy Assault Lightning Kbot" ("Assault Kbot").
Arm Marauder description changed to "Amphib Heavy KBot w/ AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Heavy KBot (Fast/Maneuverable)").
Arm Spider description changed to "All-terrain Paralyzer KBot" ("All-terrain EMP KBot").
Arm Pelican description changed to "Amphibious Kbot with AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)").
Arm PomPom and Core Aries description changed to "Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)" ("Amphib. Anti-Air Laser KBot").
Arm Tick description changed to "Clking/Stlth Capture/Reclaim KBot(AoE paralyze/Self-D EMP Mine)" ("Stealthy Capture/Reclaim Kbot").
Core Commando description changed to "Clk/Stlth Capture/Reclaim KBot(AoE paralyze gun/Self-D EMPMine)" ("Cloaking Covert Neutralizer KBot").
Core Gimp description changed to "Amphibious Laser Kbot with torpedoes (Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)").
Core Dominator description changed to "Heavy Vertical Launch Rocket Kbot" ("Heavy Rocket Kbot").
Core Can description changed to "Heavy Armored Assault Laser Kbot" ("Armored Assault Laser Kbot").
Core Sumo description changed to "Cloaking Slow Very Heavily Armored Laser KBot" ("Cloaking Heavily Armored Assault KBot").
Arm Lemming description changed to "Light Rolling Bomb (Explosion/Self-D is the same)" ("Light Rolling Bomb").
Arm Infiltrator and Core Parasite description changed to "Clk/Stlth Spy/Saboteur Kbot(builds Micro-Nuke/Self-D EMP Mine)" ("Self-repairing Spy/Saboteur Kbot").
Arm Invader and Core Roach description changed to "Amphibious Crawling Bomb (Large Explosion/Larger Self-D)" ("Amphibious Crawling Bomb").
Arm Skimmer and Core Scrubber description changed to "Light Laser Hovercraft" ("Fast Attack Hovercraft").
Arm Anaconda and Core Snapper description changed to "Medium Assault Plasma Hovertank" ("Hovertank").
Arm Swatter and Core Slinger description changed to "Anti-air Hovercraft (1/3 damage to non-air units)" ("Anti-air Hovercraft").
Arm Spotter and Core Watcher description changed to "Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)" ("Radar/Sonar/Line of sight Hovercraft with depthcharges").
Arm Skeeter and Core Searcher description changed to "Scout Laser Boat with Anti-Air (1/3 damage to non-air units)" ("Scout/Anti-Air Boat").
Arm Decade and Core Supporter description changed to "Corvette Gunboat with dual Gauss turrets" ("Corvette Gunboat").
Arm Crusader and Core Enforcer description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)" ("Destroyer").
Arm Anemone and Core Jellyfish description changed to "Depthcharge Launcher (x2 damage to underwater and amphib units)" ("Depthcharge Launcher").
Arm Blade and Core BlackDawn description changed to "Heavy Rocket Strike Gunship" ("Heavy Sabot Gunship").
Core Cauterizer description changed to "Stealth Very Heavy Incendiary Bomber" ("Stealth Heavy Incendiary Bomber").
Core Krow description changed to "Flying Fortress Triple Laser Turret Gunship" ("Flying Fortress").
Arm Dragonfly description changed to "Heavy Paralyzing Transport (Lift any unit, incl. ships, gantry)" ("Heavy Paralyzing Transport").
Core Seahook description changed to "Heavy Transport (Lift any unit, including ships, gantry units)" ("Heavy-Duty Transport").
Arm and Core Bunker description changed to "Heavily Armored Bunker w/ Firing Ports (capacity 16 2x2 units)" ("Heavily Armored Bunker w/ Firing Ports (capacity 16 units)").
Arm Conqueror description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser").
Core Executioner description changed to "Cruiser w/decklasers/Laser cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser").
Arm Viking and Core Cronus description changed to "Plasma Artillery Bombardment Ship" ("Artillery Bombardment Ship").
Arm Millennium description changed to "Heavily Armed and Armored Battleship with Dual Plasma Cannons" ("Battleship").
Core Warlord description changed to "Heavily Armed/Armored Battleship w/ Plasma Cannon/Heavy Laser" ("Battleship").
Arm Archer and Core Shredder description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)" ("Anti-Air/Anti-Sub Ship").
Arm Sea Serpent description changed to "Heavy Assault Submarine with longer-ranged Torpedo" ("Assault Submarine").
Core Leviathan description changed to "Heavy Battle Submarine with longer-ranged Torpedo" ("Battle Submarine").
Arm Atlantis description changed to "Long-Range Plasma Ship (Big Bertha weapon) w/ light Anti-Air" ("Long-Range Plasma Ship").
Core Zulu description changed to "Long-Range Plasma Ship (Dual Intimidator weapons)" ("Double Cannon Long-Range Plasma Ship").
Arm Epoch description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought").
Core Black Hydra description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought").
Core Nautilus description changed to "Cloaking Capture-Patterning/Reclaiming Sub w/ paralysis weapon" ("Patterning/Reclaiming Sub").
Arm and Core Fusion Reactor description changed to "Produces Energy (+1000E Stores 2000E)" ("Produces/Stores Energy").
Arm and Core Cloakable Fusion Reactor description changed to "Produces Energy (+1250E Stores 2000E Cloak -250E)" ("Produces/Stores Energy").
Arm and Core Underwater Fusion Reactor description changed to "Produces Energy (+1100E Stores 2000E)" ("Produces/Stores Energy").
Arm and Core Advanced Fusion Reactor description changed to "Produces Energy (+5000E Stores 10000E Cloak -750E)" ("Enhanced Energy Output/Storage").
Arm and Core Micro Fusion description changed to "No Safety Interlocks(+250E Stores 500E Low armor/Big explosion)" ("Economical but dangerous.1/4 Regular Fusion.No SafetyInterlocks").
Arm Decoy Fusion Reactor description changed to "Decoy Building (Stores 5000E 1000M)" ("Decoy Building").
Arm and Core Air Repair Pad description changed to "Automatically Repairs up to 4 aircraft simultaneously" ("Automatically Repairs Aircraft").
Arm and Core Fortification Post description changed to "Single Post, Non-Reclaimable (5x Dragon's Teeth armor)" ("Single Post, Non-Reclaimable").
Arm and Core Fortification Horizontal Wall description changed to "3 Post Horizontal Wall Section, Non-Reclaimable" ("Horizontal Section, Non-Reclaimable").
Arm and Core Fortification Vertical Wall description changed to "3 Post Vertical Wall Section, Non-Reclaimable" ("Vertical Section, Non-Reclaimable").
Arm and Core Fortification Horizontal Gate description changed to "Horizontal Gate (5 wide/-100E when closed & blocks enemy shots)" ("Horizontal Gate").
Arm and Core Fortification Vertical Gate description changed to "Vertical Gate (5 wide/-100E when closed & blocks enemy shots)" ("Vertical Gate").
Arm and Core Radar Tower description changed to "Early Warning System (Radar and line of sight -50E)" ("Early Warning System (Radar and line of sight)").
Arm and Core Floating Radar Tower description changed to "Locates Units (Radar and line of sight x1.33 -66E)" ("Locates Units (Radar and line of sight)").
Arm and Core Advanced Radar Tower description changed to "Long-Range Radar (x2 Radar and line of sight -250E)" ("Long-Range Radar (Increased radar and line of sight)").
Arm and Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight -50E)" ("Locates Water Units (Sonar and line of sight)").
Arm and Core Advanced Sonar Station description changed to "Extended Sonar (x2 Sonar and line of sight -250E)" ("Extended Sonar (Increased Sonar and line of sight)").
Arm Sneaky Pete and Core Castro description changed to "Cloakable Jammer/Observation Tower (Cloak -50E Jam -50E)" ("Cloakable Jammer/Observation Tower").
Arm Veil and Core Shroud description changed to "Long-Range Jamming/Observation Tower (Cloak -250E Jam -250E)" ("Long-Range Jamming/Observation Tower").
Arm and Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jammer (x3.2 Radar and LOS -1425E)" ("Extreme Long-Range Radar/Jamming/Line of sight").
Arm Pit Bull description changed to "Pop-up Gauss Cannon (Close for 4x Armor)" ("Pop-up Gauss Cannon").
Core Viper description changed to "Pop-up Rocket Battery (Close for 4x Armor)" ("Pop-up Rocket Battery").
Arm Annihilator description changed to "Tachyon Accelerator (Close for 5x Armor)" ("Tachyon Accelerator").
Core Doomsday Machine description changed to "Armored Triple-Turret Tachyon/Heavy Lasers (Close for 5x Armor)" ("Energy Weapon").
Arm Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-925E Use radar as LOS for targeting)" ("Automatic Radar Targeting").
Core Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-950E Use radar as LOS for targeting)" ("Automatic Radar Targeting").
Arm Thunderstorm description changed to "Triple-Turret Heavy Lightning Tower (Close for 5x Armor)" ("Heavy Lightning Multi-Tower").
Core Firestorm description changed to "Heavy Flamethrower Swarm Defense (Penetrating Flames)" ("Flamethrower Swarm Defense").
Arm Mercury and Core Screamer description changed to "Long-Range Missile Tower (Anti-air only)" ("Long-Range Missile Tower").
Arm Ambusher and Core Toaster description changed to "Heavy Pop-up Plasma Cannon (Close for 4x Armor)" ("Heavy Pop-up Plasma Cannon").
Arm and Core Juno description changed to "Wide-area Electro-Magnetic Pulse Weapon (-1000E while charging)" ("Wide-area Electro-Magnetic Pulse Weapon").
Arm and Core Deep Core Moho Mine description changed to "Advanced Submersible Moho Metal Extractor (x9 M -300E)" ("Adv. Submersible Moho Metal Extractor").
Arm Protector and Core Fortitude description changed to "Cloakable Anti-Nuke System(-208E -8.3M for 120 seconds/missile)" ("Cloakable Anti-Nuke System").
Arm Scarab and Core Hedgehog description changed to "Cloakable Mobile Anti-Nuke(-208E -8.3M for 120 seconds/missile)" ("Mobile Anti-Nuclear Missile Defense").
Arm Colossus and Core Hive description changed to "Carrier/Naval CommandCenter(+500E +2.5M Stores 5kE 1kM)AntiNuke" ("Carrier/Naval Command Center.Makes/Stores Energy/Metal.AntiNuke").
Arm Big Bertha description changed to "Long Range Plasma Cannon (9100E/shot)" ("Long Range Plasma Cannon").
Core Intimidator description changed to "Long Range Plasma Cannon (10000E/shot)" ("Long Range Plasma Cannon").
Arm Vulcan description changed to "Rapid-Fire Long-Range Plasma Cannon (5283E/second)" ("Rapid-Fire Long-Range Plasma Cannon").
Core Buzzsaw description changed to "Rapid-Fire Long-Range Plasma Cannon (5284E/second)" ("Rapid-Fire Long-Range Plasma Cannon").
Arm Detonator and Core Catalyst description changed to "Stealth Tactical Nuclear Silo(-260E -8.3M for 120 seconds/nuke)" ("Stealth Tactical Nuclear Silo").
Arm Retaliator and Core Silencer description changed to "Strategic Nuclear Missile Silo(-2222E -13.3M for 150 sec/nuke)" ("Strategic Nuclear Missile Silo").
Arm and Core Galactic Gate description changed to "Teleports Units to another Gate (-500E)" ("Teleports Units").
Arm Avatar description changed to "Mobile LRPC (Shorter-ranged faster-firing Big Bertha weapon)" ("Mobile LRPC").
Core Mauler description changed to "Mobile LRPC (Shorter-ranged faster-firing Intimidator weapon)" ("Mobile LRPC").
Arm Razorback description changed to "Steep-Terrain Battle Mech w/ Rapid-Fire Pulse-Laser and Blaster" ("Steep-Terrain Battle Mech").
Core Karganeth description changed to "Steep-Terrain Assault Mech w/ Rapid-Fire Missiles/Flamethrower" ("Steep-Terrain Assault Mech").
Arm Requiter and Core Precluder description changed to "Amphib Mobile Tactical Nuke Silo (-361E -8.3M for 60 sec/nuke)" ("Amphib Mobile Tactical Nuke Launcher").
Arm Antarion description changed to "Mobile Dual Heavy Energy Weapon and Rapid-Fire Missile Platform" ("Mobile Energy/Missile Weapon").
Core Gargoyle description changed to "Mobile Doomsday Machine (Triple-Turret Tachyon/Heavy Lasers)" ("Mobile Energy Weapon").
Core Krogtaar description changed to "Rapid-Fire Riot Cannon Mech" ("Heavy Weapons Riot Mech").
Arm Bantha description changed to "Heavy Attack Mech w/ Impulsion Blaster/Tachyon/VLaunch Rocket" ("Heavy Attack Mech").
Arm Mark XVII Bolo description changed to "Amphibious Continental Siege Unit (HellBore/Laser/Heavy Rocket)" ("Amphibious Continental Siege Unit").
Core Class A Heavy Yavac description changed to "Submersible Super Heavy Assault Unit (HellBore/Dual Hvy Laser)" ("Submersible Super Heavy Assault Unit").
Core Juggernaut description changed to "(barely) Mobile Very Heavy Armored Penetrating Plasma Turret" ("(barely) Mobile Very Heavy Plasma Turret").
Arm Orcone description changed to "Experimental Assault Kbot w/ Piercing Gauss/Tachyon/Hvy Rocket" ("Experimental Assault Kbot").
Core Krogoth description changed to "Experimental Assault Kbot w/ Scattershot/Tachyon/Heavy Rocket" ("Experimental Assault Kbot").
Arm and Core Submersible Nanolathe Platform description changed to "Builds Nanoturrets (Repair, assist, mines, fortify, bunker)" ("Builds Nanolathing Modules").
Arm and Core Nanolathe Turret description changed to "Repairs and assists in large radius (300 Build Power)" ("Repairs and assists in large radius").
Arm and Core Repair Nanolathe Turret description changed to "Repairs in large radius (30 Build Power)" ("Repairs in large radius").
Arm and Core Fortification Nanolathe Turret description changed to "Build light defenses in large radius (Stealth)(300 Build Power)" ("Fortifies in medium radius (stealthy)").
Arm and Core Advanced Fortification Nanolathe Turret description changed to "Build medium defenses in large radius (Cloaks)(900 Build Power)" ("Repairs/Fortifies Large Area (Cloaks)").
Arm and Core Light Mine description changed to "Light Mine (1 to 2 mines will destroy most T1 units)" ("Light Mine").
Arm and Core Medium Mine description changed to "Medium Mine (3x Light Mine damage)" ("Medium Mine").
Arm and Core Heavy Mine description changed to "Heavy Mine (3x Medium Mine damage)" ("Heavy Mine").
Arm and Core Light Naval Mine description changed to "Light Mine, Naval Series (4x regular Light Mine damage)" ("Light Mine, Naval Series").
Arm and Core Heavy Naval Mine description changed to "Heavy Mine, Naval Series (3x Light Naval Mine damage)" ("Heavy Mine, Naval Series").
Arm and Core Nuclear Mine description changed to "Submersible Nuclear Mine (5x Heavy Mine damage)" ("Submersible Nuclear Mine").
Arm and Core Sabotage Mine description changed to "Micro-Nuke (High damage/Tiny Blast Radius/Spies are immune)" ("Micro-Nuke").
NOTE: This is the mine that the Arm Infiltrator and Core Parasite can build, allowing them to destroy most units/structures. They take no damage from the Micro-Nuke, but can still take damage from the explosion of whatever was destroyed.
Arm and Core Construction Aircraft description changed to "Tech Level 1 (60 Build Power)" ("Tech Level 1").
Arm and Core Construction Kbot description changed to "Tech Level 1 (90 Build Power)" ("Tech Level 1").
Arm and Core Construction Vehicle description changed to "Tech Level 1 (150 Build Power)" ("Tech Level 1").
Arm Beaver and Core Muskrat description changed to "Amphibious Construction Vehicle (150 Build Power)" ("Amphibious Construction Vehicle").
Arm and Core Construction Ship description changed to "Tech Level 1 (210 Build Power)" ("Tech Level 1").
Arm Podger and Core Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(300BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket").
Core Scorpion description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(180BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket").
Arm Valiant and Core Limiter description changed to "Minelayer/Sweeper Ship w/Anti-Mine EMP Rocket (420 Build Power)" ("Minelayer/Minesweeper Ship").
Arm and Core Advanced Construction Aircraft description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Kbot description changed to "Tech Level 2 (270 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Vehicle description changed to "Tech Level 2 (450 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Sub description changed to "Tech Level 2 (630 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Seaplane description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2").
Arm Consul and Core Freaker description changed to "Tech Level 2 (180 Build Power)" ("Amphibious Combat Engineer").
Arm and Core Decoy Commander description changed to "Decoy Commander (Has Commander Build Menu) (300 Build Power)" ("Decoy Commander").
Arm and Core Aircraft Plant description changed to "Produces Aircraft (270 Build Power)" ("Produces Aircraft").
Arm and Core Vehicle Plant description changed to "Produces Vehicles (270 Build Power)" ("Produces Vehicles").
Arm and Core Kbot Lab description changed to "Produces Kbots (270 Build Power)" ("Produces Kbots").
Arm and Core Shipyard description changed to "Produces Ships (270 Build Power)" ("Produces Ships").
Arm and Core Hovercraft Platform and Floating Hovercraft Platform description changed to "Builds Hovercraft (540 Build Power)" ("Builds Hovercraft").
Arm and Core Advanced Aircraft Plant description changed to "Produces Advanced Aircraft (810 Build Power)" ("Produces Aircraft").
Arm and Core Advanced Vehicle Plant description changed to "Produces Vehicles (810 Build Power)" ("Produces Vehicles").
Arm and Core Advanced Kbot Lab description changed to "Produces Advanced Kbots (810 Build Power)" ("Produces Kbots").
Arm and Core Seaplane Platform description changed to "Builds Seaplanes (810 Build Power)" ("Seaplane Platform").
Arm and Core Amphibious Complex description changed to "Produces Amphibious/Underwater Units (810 Build Power)" ("Produces Amphibious/Underwater Units").
Arm and Core Experimental Gantry description changed to "Produces Tech Level 3 units (2430 Build Power)" ("Tech Level 3").
November 3, 2023 November 3, 2023
TA:T v2.0 Beta 79: TA:T v2.0 Beta 79:
@@ -9,7 +803,7 @@ NOTE: This reduces the costs of air transports but also their armor ratio from 4
Core Shodan line of sight increased to 675 (450). Core Shodan line of sight increased to 675 (450).
Core Shodan weapon [SHODAN_LASER] range increased to 675 (450), damage reduced to 75 (112), and energy per shot reduced to 17 (25). Core Shodan weapon [SHODAN_LASER] range increased to 675 (450), damage reduced to 75 (112), and energy per shot reduced to 17 (25).
NOTE: This helps differentiate Shodans from Levelers. Previously, in most situations, they performed as well as or worse than Leveleres, but rarely better. This gives them a range advantage at the cost of some of their firepower, while keeping their low armor weakness. NOTE: This helps differentiate Shodans from Levelers. Previously, in most situations, they performed as well as or worse than Levelers, but rarely better. This gives them a range advantage at the cost of some of their firepower, while keeping their low armor weakness.
Arm Light Laser Tower armor increased to 216 (162). Arm Light Laser Tower armor increased to 216 (162).
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WHAT IS THIS
tdraw.dll is an upgrade for Total Annihilation. It patches the game to fix many bugs and add many features.
It is an integral component of the TA Community Patch, the other parts being tplayx.dll (the recorder) and server.exe (the replayer).
tdraw.dll has a long provenance dating back to the work of SY_Yeha, who introduced whiteboard markers and the TA Hook and new hotkeys to TA.
Later work by Xpoy extended hotkey support, added new shortcut commands, uni-code font support, megamap, weapon-id crack (not present in current release) and porting music patch from GOG version,
and later support was provided by Rime.
The present release includes contributions from Axle and FunkyFresh, and owes a debt to TAG_Venom for extensive testing and critical feeback, and to Gamma and Wotan for further testing and feature suggestions.
CONFIGURATIONS
The release .zip files are annotated with a build configuration tag: "tdraw-<config>.zip". The various configurations are:
* tdraw-full.zip: all features enabled
* tdraw-escalation.zip: built for TA:Escalation. disables the following features
- mex snap
- that is all
* tdraw-minimal.zip: disables the following features
- mex/wreck snap
- options for construction units to stay put when guarding
- options for construction units to only reclaim or onlt assist while patrolling
- auto kickout construction units that are blocking another builder
- weather report at top of screen
- sync wind speed between players
- map DT's always visible.
INSTALLATION
Drop tdraw.dll into your TA directory.
Ensure the following files are also present in your TA directory:
- ddraw.dll (available from https://github.com/FunkyFr3sh/cnc-ddraw)
- totala.ini
You may need to rename totala.ini and tdraw.dll to whatever your mod is using. See below for reference. For other mods, please consult with the mod maintainers.
ini file dll file
Beta patch 3.9.02 TA.ini tdraw.dll
Escalation 9.9.6 TAESC.ini taesc.dll
Mayhem 10.9.2 Settings.ini mdraw.dll
ProTA 4.6 ProTA.ini tdraw.dll
Zero Alpha5-060322 tazero.ini zdraw.dll
NEW FEATURES IN BRIEF:
*2026.6.8
- bugfix for VoteReject - prevent local user from rejecting himself
*2026.6.3
- add "nottounderwater" flag for weapons (see NEW FEATURES IN DETAIL)
- fix bug potentially being the root cause of since-year-1997 intermittent black screen on join games
- better quality megamap render
*2026.5.28
- Fix construction units intermittently trying to sit within the footprint of rotated structures before building them
*2026.5.15
- Fix intermittent 6x8 staircase yardmap on south-facing rotatable factories
- New "PreviewObject3D=" unit key to override the 3DO model used for the nanoframe ghost preview (see NEW FEATURES IN DETAIL)
*2026.5.9
- Lag-switch mitigation: detects and freezes local simulation when network goes dark
- Vote-to-reject system for in-progress multiplayer games (see NEW FEATURES IN DETAIL)
- add "nottoair" flag for weapons (see NEW FEATURES IN DETAIL)
- add "surfacefire" flag for weapons (see NEW FEATURES IN DETAIL)
- +autoteam bugfix for occasional players stranded by themselves
- Diagnostic logging for crashes 004cbed5 and 0049cf19
- Building rotation: press '/' (configurable) to cycle the build cursor
facing for buildings whose FBI permits it (see NEW FEATURES IN DETAIL)
- Nanoframe ghost preview at the build cursor (see NEW FEATURES IN DETAIL)
- Fix for ctrl-z (and ctrl-a / ctrl-b / ctrl-c) silently truncating selections for unit ids >= 512
- Export engine-backed player elimination status to gpgnet4ta via shared memory,
so games where a commander dies but play continues are reported with the correct outcome
*2026.2.17 - Fix false trigger on version check
*2026.2.10 - Minor adjustment to diagnostic crash detection ("ERROR: dstRect out of bounds", allow CopyScreenContext all the way to the edge of destination context)
*2026.2.7 - Disable AUTOTEAM, RANDOMTEAM and CRCREPORT buttons for non-host players
*2026.2.5 - Add support for AUTOTEAM, RANDOMTEAM and CRCREPORT buttons in battleroom (guis/lounge2.gui)
*2026.2.2 - Custom ctrl-f2 menu skin for escalation
*2026.1.29 - Create seperate builds for full-featured (tdraw-full.zip), escalation (tdraw-escalation.zip), and minimal (tdraw-minimal.zip) feature sets.
*2025.12.13 - Add diagnostics for crash at 004cbed5
*2025.12.6 - Fix crash when game installed in a long path (eg C:\Program Files (x86)\Steam\steamapps\common\Total Annihilation\PROTA)
*2025.11.26 - New keys for unit definitions (units/*.fbi) to customise per-unit veterancy
*2025.8.29 - Bugfix for multithreaded version/cheat check
*2025.8.19 - Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
*2025.8.1 - Set build square preview to yellow if user can build there but it contains a unit that will be kicked out
*2025.7.12
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
- Mod developers can opt-in to "Improved behaviour of con units".
Modifies what construction units that are guarding factories do after completing each unit: either stay put; cavedog; or scatter.
Set byte at TotalA.exe:0x101f1f to 0x00 to disable the feature (default) or 0x01 to enable the feature.
Note that if one player's 0x101f1f setting doesn't match that of other players, an in-game cheat warning will be triggered.
Once enabled, see ctrl-f2 menu for related user configurable options.
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
- With fixed position, start positions are assigned in order given by TAF auto balance
so that players are positioned opposite an opponent of similar skill
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
*v2025.5.18
- Improved behaviour of con units when guarding a factory - they stay put after finishing a build
*v2025.4.24
- Fix crash on parsing spawned unit initial commands - its now possible to copy-paste mission scripts from campaign
- Log cheat warnings to tdrawlog.txt for offline analysis
- Fix for non functional perm-los sonar patch (which otherwise requires watcher's com to be in top-left of map to work)
*v2024.12.5
- Fix crash on print-screen (and presumably many other related crashes)
*v2024.12.3
- Fix crash on +logo
- Fix rare intermitent crash on adding / moving / deleting whiteboard markers
*v2024.10.27
- Ability to create multiplayer/skirmish maps with neutral units and/or additional per-player spawn units
- Add a controls to hide/minimise the allies resource bar
- Make the allies resource bar actually work with ctrl-f2 setting "background=None"
- Fix incorrect player logo colour for "new marker added" messages
- Player the "Mission Complete" sound upon winning a multiplayer/skirmish game
- Fix bug causing "unit limit reached" in between single player missions
- Remove shared metal/energy from player "totals"
- Get TAHook to use the click-snapped start position
- Increase size capacity of whiteboard marker messages
- Fix for 10 player (and other) VerCheck false positives
- Support for watching all 10 players in 10 player replays (pending a corresponding TAF update to activate it)
*v2024.3.31 and prior
- Set start positions based on battleroom teams (or alliances)
- Repair battleroom teams icons so they can be used to create teams before to launching
- Add +autoteam battleroom and in-game commands to automatically assign teams
- Add +randomteam battleroom command to automatically assign random teams
- Add .exereport battleroom command to report CRC32 of each player's totala.exe
- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll (may be a different filename depending on mod)
- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll (may be a different filename depending on mod)
- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3 (may be a different filename depending on mod)
- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once
- ClickSnap to snap to nearest mex, geo or reclaimable feature
- Add ability to drag queued orders around the map
- Con units patrol behaviour - hold position: reclaim only
- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
- Option to render DTs and fortwalls that belong to the map (not built by a player)
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
- Show clock and weather report (wind and tidal strength) on top resource panel
- Sync wind speed across all players
- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")
- Disable relay of F11 chatmacro text to other players
- Enable start button in multiplayer lobby if only one player + AI are present
- Add +noshake and .ready buttons to sharing menu
- Add .autopause button to battleroom screen
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
- Prevent +logo commands from affecting other players
- Ctrl-B doesn't select aircraft carriers
- Ctrl-F centres view on selected factory
- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack
- Set +lostype as a cheatcode (not available unless cheats enabled)
- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll
- Use the same .ini file as TotalA.exe
- Use the same registry path as TotalA.exe
- Add FPS counter to megamap, increase megamap FPS
- Fix blue background on scoreboard
- Grey background on mega map to distinguish from unmapped area
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
- Improve responsiveness of whiteboard marker movements sent to remote players
- Render cursor while in megamap
- Fix crash when removing markers
- Fix crash on simultaneous whiteboard marker move and delete
- Fix rare crash on TA Hook line drawing
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
- Use CTRL_F and CTRL_B unit category tags for ctrl+f and ctrl+b hotkeys in preference to heuristics
- Change ctrl+s to use CTRL_W and NOTAIR/NAIR categories so as not to select jammers etc
NEW FEATURES IN DETAIL:
- Start positions
Start positions are now assigned based on battleroom teams/alliances.
With fixed positions, host and their team are assigned the odd positions in the order that they joined the lobby.
With random positions, host and their team are randomly assigned the even or odd positions, and they are assigned in random order.
The Teams icons now function correctly, so they can be used to arrange teams in the battleroom if desired.
This is optional, it is perfectly fine to arrange teams by creating alliances too.
- Autoteam
In the battleroom, host can type "+autoteam" to have teams assigned automatically.
These teams will then determine the start positions as described above.
If launched from TAF, the battleroom +autoteam will assign autobalanced teams based on the player rating.
Otherwise teams are assigned randomly.
The +randomteam command is available to use should you prefer random teams over autobalanced teams.
Alternatively, if host types "+autoteam" in-game, alliances are created based on actual start positions.
For more than 2 teams, host can type eg "+autoteam 3" to create the desired number of teams.
- MexSnap and WreckSnap
This patch includes ability to snap mexes and geos to the nearest metal or geo patch (MexSnap),
and to snap reclaim commands to the nearest reclaim (WreckSnap).
While holding down shift, press q and e alternately to switch between building mexes and reclaiming features.
If Mex/WreckSnap is temporarily interfering with your wishes,
you can hold down alt to override it.
The override key can be configured in the ctrl-f2 options menu.
The Mex/WreckSnap radii can also be configured independently via the ctrl-f2 options menu.
Press ctrl-f2, click on the "MexSnap" or "WreckSnap" field and press a number 0 to 9.
0 disables the Mex/WreckSnap and a larger radius results in snapping to features further away.
Note that Mex/WreckSnap is disabled by default.
It needs to be enabled by the mod maintainer.
If your Mex/WreckSnap radius shows as "NA" in the ctrl-f2 menu,
it is likely that Mex/WreckSnap hasn't been enabled by your mod maintainer.
- Move Queued Orders
After queueing a build order or a move order,
you can later move them around by selecting the unit
and left mouse dragging the order to a new position.
- Construction Units Patrol Behaviour
Patrol behaviour of contructions units is modified depending on their movement orders:
Hold Position: your construction units will only look for reclaim
Maneuvre/roam: your construction units will both look for reclaim and for units that need repair or assist
Mash the 'v' key to get the desired movement order and then set a patrol route.
- Neutral unit and/or per-player additional unit spawn
To enable this feature add a "[units]" section under the "[Schema 0]" section of your map's .ota file. eg
[Schema 0]
{
....
[units]
{
[unit0]
{
Unitname=ARMHLT;
Ident=;
XPos=3164;
YPos=0;
ZPos=2250;
Player=11;
HealthPercentage=100;
}
[unit0]
{
Unitname=ARMPEEP;
Ident=;
XPos=268;
YPos=0;
ZPos=384;
Player=1;
HealthPercentage=100;
CreationCountdown=30;
InitialMission=p 1750 1828;
}
}
These additional units will spawn in for skirmish/multiplayer.
The "Player" key in the .ota file refers to the map position 1..10.
Whichever player is spawned into these positions will receive ownership of the respective units.
You can set Player=11. If any Player=11 units are defined, then the last player (eg the 6th in a 3v3)
receives ownership of the Player=11 units as long as they are an AI. He does not receive ownership of any other units.
If a player receives any units by this mechanism, they won't receive a commander.
If you want the player to have a commander,
then either don't define any units for that position,
or include a commander unit in the list of units.
The required fields for each unit are UnitName, XPos, ZPos and Player.
YPos and HealthPercentage are ignored.
Optional CreationCountdown is in seconds and InitialMission works.
Optional Ident makes it possible to refer to the unit in InitialMission of another unit.
You'll have to look at eg totala4.hpi/maps/*.OTA for examples of InitialMission scripts to copy.
- Vote-to-Reject
When a player is to be rejected during an in-progress multiplayer game, the rejection must now be
approved by a majority vote rather than taking effect immediately.
Manual reject (initiated via Tab → Control → player → reject prompt):
The proposer's YES is counted automatically. All other non-target players are shown a vote dialog
and may click YES or NO. The reject passes if at least 2/3 of non-target active players vote YES
(minimum 1). If the target has a teammate, that teammate must vote YES for the reject to pass.
If the vote fails by a NO majority it is cancelled immediately; otherwise the vote times out after
60 seconds with no effect and a 90-second cooldown is imposed before another vote can be proposed.
Timeout reject (triggered automatically when a player stops responding for 30 seconds):
All players are shown the vote dialog. The reject passes if at least 2 players vote YES
(or just 1 in a 2-player game), provided at least one ally of the timed-out player has voted YES.
If a NO majority makes the threshold unreachable, voting closes early and the player is
automatically rejected when the 90-second vote timer expires.
The vote dialog:
Each active vote appears as a row in an overlay dialog at the top-centre of the screen.
Each row shows the vote subject ("X has timed out - vote to reject?" or
"VOTE: X wants to reject Y"), the current tally (Ny/Nn/total, countdown), and YES / NO buttons.
Clicking YES or NO casts your vote and broadcasts it to all other players.
For timeout votes where the local player is an ally of the timed-out player, a ".take" button
is also shown. Clicking it broadcasts the chat message ".take", which the recorder (tplayx.dll)
interprets as the player taking over the timed-out player's units. Once the recorder confirms
the take, the corresponding vote is automatically cancelled.
- Per-Unit Veterancy Customization
This patch introduces new optional keys for unit definition files (units/*.fbi)
that allow you to customize veterancy behavior for individual units.
Example
[UNITINFO]
{
UnitName=ARMMART;
...
VeterancyThresholds=6 12 18 24 30; // OTA default: 5 10 15 20 25
VeterancyAccuracyBuffRate=3; // OTA default: 12
}
New Keys
- VeterancyThresholds:
Sets the number of kills required to reach each veterancy level (VetLevel).
Example: "6 12 18 24 30" means:
- 6 kills for VetLevel 1
- 12 kills for VetLevel 2
- 18 kills for VetLevel 3
- etc.
OTA's default thresholds are "5 10 15 20 25".
- VeterancyAccuracyBuffRate:
Controls how quickly a units weapon accuracy improves with kills, independently of veterancy levels.
- Accuracy starts at a factor of 1 with 0 kills.
- This factor increases by +1 every VeterancyAccuracyBuffRate kills.
- Formula: accuracyFactor = 1 + floor(kills / VeterancyAccuracyBuffRate)
- OTAs default rate is 12.
- Set to zero to disable accuracy buff altogether
Veterancy Effects (Unchanged)
This patch does NOT change what veterancy levels do, only how they are earned.
For reference, each VetLevel in OTA gives:
- Capture cost: +10% worker time needed to capture the unit
- Damage taken: -4% damage received
- Damage dealt: +6% damage dealt
- Target tracking: improved weapon target tracking (effect uncertain)
- Reload time: -6% weapon reload time
- Accuracy buff: improved firing accuracy (randomness reduced by an increasing factor)
Note: Reload time also appears to be affected by the units health.
Veterancy Limits
OTA limits:
- Capture cost: no limit
- Damage taken: up to 5 levels
- Damage dealt: up to 5 levels
- Target tracking: up to 1 level
- Reload time: up to 5 levels
- Accuracy buff: no limit
With this patch:
- Capture cost: no limit
Beyond the last specified threshold, kill requirements are extrapolated linearly from the last two thresholds.
- Damage taken: up to 25 levels or the number of VeterancyThresholds, whichever is lower
- Damage dealt: up to the number of VeterancyThresholds
- Target tracking: up to 1 level
- Reload time: up to 16 levels or the number of VeterancyThresholds, whichever is lower
- Accuracy buff: no limit
- Weapon TDF flags: nottoair, nottounderwater and surfacefire
Two new optional keys for weapon definition files (weapons/*.tdf) give mod developers
finer control over which unit types a weapon can target.
nottoair=1
The weapon cannot target or fire at flying units (units with an airborne movement state).
Useful for weapons that are physically implausible against air targets, such as depth charges
or large ballistic artillery.
Example:
[DEPTH_CHARGE]
{
...
nottoair=1;
}
nottounderwater=1
The weapon cannot target or fire at fully-submerged units (a target whose top is at or below
sea level, such as a dived submarine). Ordinary weapons already cannot reach underwater
targets; this flag is meant for waterweapon=1 weapons, letting them hit surface ships while
leaving submerged units to torpedoes and depth charges. It is the underwater mirror of
nottoair.
Example:
[NAVAL_GUN]
{
...
waterweapon=1;
nottounderwater=1;
}
surfacefire=1
Used together with waterweapon=1. Normally a water weapon can only target submarines and
other units that are at or below sea level. With surfacefire=1 the weapon can also target
surface units above sea level, such as hovercraft or land units near the shoreline.
Both auto-aim and manual targeting are affected.
Example:
[TORPEDO_SURFACE]
{
...
waterweapon=1;
surfacefire=1;
}
- Building rotation
While a building is selected for placement, press '/' to cycle through the
facings the unit allows. Shift may be held while pressing '/' so you can
rotate without lifting the line-build modifier. Most buildings only allow
their default facing, in which case the key does nothing. The rotate key
can be reassigned in the ctrl-f2 menu.
Alternatively, hold the snap-override key (default Alt — also configurable
in ctrl-f2) and scroll the mouse wheel: forward = counter-clockwise, back
= clockwise. This leaves plain mouse-wheel free for the megamap.
A third option is built into the build menu itself. Each rotatable
structure button has a small overlay marker on each cardinal it can
face (S = bottom edge, E = right, N = top, W = left). Click the
button on the corresponding edge to enter placement mode with that
rotation already chosen — clicks in the centre of the button select
the unit normally and keep the previously chosen rotation. Tick or
un-tick "Build menu rotation overlay" in the ctrl-f2 menu to enable
or disable the overlay (when off, the build menu is stock vanilla
and clicks behave as if it were never installed).
Mod authors can replace the built-in chevron art by dropping a 4-
frame GAF at anims/buildrotate.gaf beside their other animations.
Frames are interpreted in the order S, E, N, W (matching the
rotation index), and each frame's hotspot is anchored just inside
the cardinal margin band of the build button so the artwork sits
cleanly inside the button rather than straddling the edge. An
optional second file anims/buildrotateclick.gaf (also 4 frames in
the same order) is blitted in place of the idle GAF for the brief
click-feedback flash; if absent, no flash is rendered (mods opting
into a custom GAF need to ship the companion click GAF themselves
if they want one). When neither GAF loads the built-in chevrons
are used. A reference generator and example .gaf files live under
tools/make_buildrotate_gaf.py in the source tree.
Mod developers opt-in per unit by adding a "Rotations=" key to the
[UNITINFO] section of the FBI listing the cardinal letters they want
to allow, e.g.
[UNITINFO]
{
...
Rotations=SENW;
}
Limitation: a few mods script their Create() function to forcibly TURN
the unit body (e.g. so structures face the centre of the map). Such
scripts run after the build cursor's rotation is applied and overwrite
it, so the Rotations= key has no visible effect on those units.
- Nanoframe ghost preview
A small green animated preview of the building you're about to place
is drawn inside the build rectangle. It rotates in step with the
rotate-build key, and disappears on red (can't-build) squares. When
shift-line / shift-row building, the preview is shown at every
rectangle in the row.
Mod authors with upgrade-style units (where the 3DO model contains
both the basic and upgraded geometry, and the COB script controls
visibility at runtime) can list the pieces that should appear in the
preview by adding a "PreviewPieces=" key to [UNITINFO]:
[UNITINFO]
{
...
PreviewPieces=base, turret, sleeve, barrel, cover;
}
Names are matched case-insensitively against 3DO piece names; comma,
space, or semicolon may be used as separators. When the key is set,
ONLY listed pieces are rendered. When the key is omitted (the usual
case), every piece is rendered minus a small hardcoded set of
cosmetic / firing-effect names (flare, flash, muzzle, fire, flame,
wake).
Per-rotation overrides are also available — useful when the visible
pieces should differ by facing. Use any of:
PreviewPiecesS=... facing south (rotation 0)
PreviewPiecesE=... facing east (rotation 1)
PreviewPiecesN=... facing north (rotation 2)
PreviewPiecesW=... facing west (rotation 3)
Lookup order for the active rotation:
1. PreviewPieces<S|E|N|W>= if set (non-empty), uses ONLY that list.
2. PreviewPieces= the default for every rotation.
3. neither set every piece minus the ephemeral filter.
For units whose Create() script auto-rotates the structure toward
the nearest enemy Commander, the preview can be made to face the
same direction — preventing the jarring snap when the build commits
— by adding:
[UNITINFO]
{
...
PreviewFaceOpponent=1;
}
At each preview frame we find the nearest enemy commander to the
build cursor (each enemy player's first unit slot, which is the
commander in all but pathological cases), and snap the line from
the cursor to that commander to the nearest cardinal (S / E / N /
W). PreviewFaceOpponent overrides the Rotations= restriction —
setting this key is the author's explicit signal that the unit's
heading is script-driven, so the preview must face whichever
cardinal the script will pick regardless of what Rotations= permits
the player to cycle through.
To avoid leaking enemy positions through fog-of-war scanning, the
override only applies when the build cursor is within the actual
builddistance of one of the local player's selected, completed
construction units (each builder gets its own threshold from its
FBI builddistance=). Outside that radius the preview falls back to
the player's rotate-build selection — same as if PreviewFaceOpponent
were unset.
Falls back to the player's rotate-build selection in single-player
or any case where no enemy commander can be found (e.g. all enemies
dead).
Mod authors who want the preview to display a completely different
model than the unit's actual Object3D= (e.g. a simplified silhouette,
or the upgraded form of a unit whose 3DO bundles multiple variants)
can name an alternative 3DO with a "PreviewObject3D=" key:
[UNITINFO]
{
...
PreviewObject3D=corarmvp_preview;
}
The value is a 3DO base name (no extension); the file is loaded from
the HPI archive at objects3d/<name>.3DO on first use and cached
for the rest of the game session. All other preview FBI keys
(PreviewPieces, PreviewFaceOpponent, etc.) apply to this overridden
model — piece-name whitelists are matched against the OVERRIDE 3DO's
piece names, not the unit's real one.
If the named 3DO can't be found in the HPI, a warning is logged to
tdrawlog.txt and the preview falls back to the unit's real model;
no other behaviour is affected.