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Author SHA1 Message Date
Axle1975 1a217acb68 tatw-2.0b93 2025-08-27 11:04:16 +10:00
Axle1975 09d94243e2 tatw-2.0b92 2025-08-27 10:55:04 +10:00
Axle1975 17856fe896 tatw-2.0b91 2025-01-12 09:49:24 +11:00
9 changed files with 746 additions and 672 deletions
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text
tdraw.dll filter=lfs diff=lfs merge=lfs -text
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Beta 91
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Tweaked Arm Guardian and Core Punisher models to help with shots hitting the ground in front of targets.
Added CTRL_W to the Arm Blade and Core Blackdawn and Krow.
Depth charge damage to Commanders reduced to non-amphibious unit levels.
Arm Dragonfly and Core Seahook cruise altitude reduced and Seahook model size increased.
Core Oppressor rocket flighttime increased slightly to fix them not being able to hit targets south of them.
Arm and Core strategic, tactical, and anti-nuke silos are now on the Gantry constuctor build menus (Thanks ChaoStorm).
Defenses that can close or go underground to armor up now all take 1/6 damage, instead of 1/4:
Arm Dragon's Claw
Core Dragon's Maw
Arm PACKO
Arm Pit Bull
Core Viper
Arm Thunderstorm
Arm Ambusher
Core Toaster
Arm Annihilator
Core Doomsday Machine
Arm Vanguard explosion sprite made smaller.
Arm and Core Metal Generators now take 1/4 damage when closed instead of 1/2.
Arm Avatar and Core Mauler weapon shaking reduced.
Line of sight support increased up to 3000 pixels.
Arm Sharpshooter weapon area of effect doubled.
Arm Jeffy and Core Weasel armor reduced and firepower increased.
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Beta 92
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm and Core MRUs energy cost increased to match standard energy drain for building advanced vehicles.
The following amphibious units had their energy cost lowered to 50% above baseline instead of 100% above:
Arm Pincer
Arm Pelican
Arm Triton
Arm Marauder
Core Garpike
Core Gimp
Core Shiva
Core Croc
Core Poison Arrow
Arm PomPom and Core Aries had their energy cost increased by 50% and their speed increased by 25% to match the other amphibious units.
Core Gimp speed increased proportionately match the Arm Pelican.
The following advanced tanks have had their armor increased by 50% and their firepower decreased by 50%:
Arm Mumbo
Arm Triton
Arm Demolisher
Core Reaper
Core Poison Arrow
Core Termite
Core Halberd
The Arm Bulldog and Core Goliath have had their armor doubled and their firepower halved.
Arm Sneaky Pete and Veil and Core Castro and Shroud no longer automatically cloak as soon as you start to build them. The T1 and T2 jamming towers were also set to cost twice as much metal and energy as the T1 and T2 radar towers. This reduced the T1 jammers cost and increased the T2 jammers cost.
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Beta 93
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Removed some colors and added others (Thanks ChaoStorm and Venom!).
New Megamap icons (Thanks ChaoStorm and Wiffer!).
Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
Core Oppressor rockets no longer track.
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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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May 8, 2025
TA:T v2.0 Beta 93:
Added new colors! We're trying out some new colors, but this requires removing some others, so this is what we're trying out for now:
Removed:
White
Green
Yellow
Black
Sky Blue
Tan
Red
Added:
Greyish Blue
Lime
Dark Green
Orange
Pink
Mustard
Darker Red
Feedback is welcome, since this is just something we're trying out. Thank you ChaoStorm for your hard work, and also Venom of ProTA for being a huge help in answering a lot of questions and pointing us in the right direction!
Added new megamap icons! Chaostorm has been working hard on adding category tages to 330 different units for the icons, as well as the icons themselves (Along with a lot of help from Wiffer!). This release comes with a TA.ini file and an Icons folder to replace the existing ones (We recommend backing up your existing Icons folder and TA.ini file). The icons are still a work in progress, but the idea is to help make units showing up on the megamap more useful and identifiable for strategic play. We'll need feedback on how visible they are, how easy they are to identify, etc. Also, remember that the new icons only show on the megamap for units you have line of sight on. Radar coverage will just show regular dots. You should still be able to turn off the new icons and use the normal ones if you want.
Thanks ChaoStorm and Wiffer!
Arm Spider and Core Bladewing weapon [ARM_PARALYZER] damage reduced to 30 (300) and the special damage to features reduced to 300 (1200).
NOTE: This reduces the paralysis time for each shot from 10 seconds to 1 second. The special damage to features was changed from 4x regular damage to 10x regular damage. This means a single Bladewing or Spider can keep a unit locked down if they fire on it continually, but it will unfreeze as soon as they stop. Of course, multiple shots from multiple units can still stack the paralysis, but each extra shot will only add an additional one second, instead of ten.
Arm Mumbo description changed to "Heavy Rapid-Fire Piercing Pulse-Laser Tank" ("Heavy Rapid-Fire Pulse-Laser Tank").
Arm Mumbo weapon [TAWF003_weapon] damage reduced to 19 (38), energy per shot increased to 22 (11), and noexplode=1 added.
NOTE: This makes the Mumbo weapon pierce through targets and features, much like the Arm Beamer does. In return, it does half the previous damage (As it can potentially hit a target multiple times on the way through), and costs twice as much energy to fire.
Core Termite weapon [CORE_TERMITE_LASER] area of effect increased to 64 (12), edge effectiveness reduced to 0.5 (1.0), energy per shot increased to 172 (86), damage increased to 324 (243), explosiongaf set to yellowboom (fx), and explosionart set to yellowboom (explode5).
NOTE: This doubles the energy cost per shot to give 33% more damage and a big (for a beam weapon) area of effect.
Fixed the build power for Arm and Core Advanced Shipyards being in the name of the unit instead of the description.
Fixed the Arm and Core Minelayer Nanolathe Turret description to show the correct build power of 60.
Core Oppressor weapon [OPPRESSOR_ROCKET] had "guidance" and "tracks" disabled.
NOTE: This means Oppressor rockets will not track.
February 14, 2025
TA:T v2.0 Beta 92:
Arm MRU energy cost increased to 58071 (34169) and build time reduced to 52791 (61600).
Core MRU energy cost increased to 56403 (35517) and build time reduced to 52604 (61437).
NOTE: This puts the Arm and Core MRU at standard energy and metal drain for advanced vehicles (Around 21 metal/second and 580 energy/second). This means they'll build somewhat more quickly, but also cost more energy than before. This is more energy than a Fusion costs, but also mobile and close to triple the armor.
Arm Pincer energy cost reduced to 1514 (2019).
Arm Pelican energy cost reduced to 9167 (12223).
Arm PomPom energy cost increased to 7671 (5114), speed increased to 1.7625 (1.41), and description changed to "Amphib AntiAir Laser KBot(1/3 dmg to non-air Fast/Maneuverable)" ("Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)").
Arm Triton energy cost reduced to 19134 (25512).
Arm Marauder energy cost reduced to 24323 (32431).
Core Garpike energy cost reduced to 1555 (2073).
Core Gimp energy cost reduced to 12959 (17278) and speed increased to 2.0 (1.82).
Core Aries energy cost increased to 8072 (5360), build time reduced to 4847 (5819), speed increased to 1.6025 (1.282), and description changed to "Amphib AntiAir Laser KBot(1/3 dmg to non-air Fast/Maneuverable)" ("Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)").
Core Shiva energy cost reduced to 26100 (34800).
Core Croc energy cost reduced to 9702 (12936).
Core Poison Arrow energy cost reduced to 28980 (38640).
NOTE: Amphibious units previously cost twice the standard energy for their metal cost. This change puts them at 50% more than standard, instead of 100% more. The Gimp speed was increased to put it at 10% slower than the Pelican, where it should have been. The Arm PomPom and the Core Aries were already at standard energy cost, despite being amphibious, so they were increased to 50% more than standard and given the standard 25% increase in speed. Also, the Aries, due to an error back in Beta 23, has had a 20% slower build time than it should since then, which was fixed.
Amphibious units can be nice to build even when not using them in the water, but the heavy energy cost made them harder to justify. For example, the Core Croc is roughly similar to the Panther in cost and role, but cost twice as much energy, which made it a lot harder to build in larger groups.
Some amphibious units remain at twice the energy cost, as they are specialized in other ways:
Arm Courier
Arm Sharpshooter
Arm Infiltrator
Arm Invader
Core Emissary
Core Skuttle
Core Parasite
Core Roach
Core Intruder
Arm Mumbo armor increased to 6114 (4076).
Arm Mumbo weapon [TAWF003_weapon] damage reduced to 38 (57).
Arm Triton armor increased to 6458 (4305).
Arm Triton weapon [ARM_MEDIUMCANNON] damage reduced to 269 (404).
Arm Demolisher armor increased to 9183 (6122).
Arm Demolisher weapon [ARM_HLIGHTNING] damage reduced to 269 (404).
Arm Bulldog armor increased to 19810 (9905).
Arm Bulldog weapon [ARM_BULL] damage reduced to 324 (648).
Core Reaper armor increased to 7450 (4967).
Core Reaper weapon [CORE_REAP] burst reduced to 8 (12) and burstrate increased to 0.08 (.04).
Core Poison Arrow armor increased to 10773 (7182).
Core Poison Arrow weapon [CORE_PARROW] damage reduced to 400 (600).
Core Termite armor increased to 10931 (7287).
Core Termite and Clasher weapon [CORE_TERMITE_LASER] damage reduced to 243 (364).
Core Clasher armor increased to 10901 (7267).
Core Goliath armor increased to 22404 (11202).
Core Goliath weapon [COR_GOL] damage reduced to 500 (1000).
NOTE: Advanced vehicles, battle tanks, specifically, seem to struggle to engage advanced defensive lines. Tanks, with their heavier armor and better speed, are usually a good choice in attacking defensive lines, and they seem to do well at T1, but T2 tanks were seeming somewhat lacking. This gives advanced tanks more armor at the cost of firepower, which shouldn't affect how they perform against other units, but should help them be better at surviving long enough to fire on defensive lines. This is only for battle tanks, not supporting vehicles. They get 50% more armor and have their firepower reduced by 50%, except for Bulldogs and Goliaths, which have double armor and half firepower situating them for potentially being good at cracking defensive lines.
This is an experimental change and might need adjusting.
Arm Sneaky Pete init_cloaked changed to 0 (1).
Arm Veil init_cloaked changed to 0 (1).
Shroud Castro init_cloaked changed to 0 (1).
Core Shroud init_cloaked changed to 0 (1).
NOTE: This means they won't automatically cloak as soon as you start to build them, which drained extra energy the whole time you were building them. The extra cloaking energy cost for the Sneaky Pete and Castro, for example, more than doubled their total energy cost to build. The downside is now the enemy can see what you're building, but this usually didn't come into play.
Arm Sneaky Pete metal cost reduced to 98 (206), energy cost reduced to 1500 (2008), and build time reduced to 4091 (6180).
Arm Veil metal cost increased to 490 (362), energy cost increased to 22500 (11151), and build time increased to 20455 (13516).
Core Castro metal cost reduced to 100 (218), energy cost reduced to 1600 (2238), and build time reduced to 4476 (6798).
Core Shroud metal cost increased to 500 (369), energy cost increased to 24000 (11895), and build time increased to 22360 (14788).
NOTE: This changes T1 and T2 jammers to be twice the metal and twice the energy cost of their radar equivalents, which makes the T1 jammers cheaper and the T2 jammers more expensive.
January 10, 2025
TA:T v2.0 Beta 91:
Reverted the Arm Guardian and Core Punisher models to the original, and then just scaled up the height of the base on the Guardian and the turret on the Punisher, leaving the rest of the models unscaled. The height of the turrets is also higher than in Beta 90 to help with some issues of shots hitting the ground prematurely before reaching the target.
Added CTRL_W to the Core Krow (Thanks Tasto!).
Added CTRL_W to the Arm Blade and Core Blackdawn.
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commanders reduced to 1037 (1556).
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] special damage to Arm and Core Commanders reduced to 342 (1026).
NOTE: This puts depthcharge damage at the default for Commanders, instead of doing extra damage as to other amphibious units.
Arm Atlas cruise altitude reduced to 80 (90).
NOTE: This matches the Core Valkyrie, which is already at 80.
Arm Dragonfly cruise altitude reduced to 200 (450).
Core Seahook cruise altitude reduced to 200 (450).
NOTE: This allows ground units to more easily target these heavy transports while they are hovering and carrying units, but it will also let them pick up or drop off units more quickly (Since they don't have to lower themselves as far to reach the ground
Core Seahook model size increased 33%.
NOTE: This just helps it match the Arm Dragonfly's size and better fit the size of an air transport able to carry even the heaviest units.
Core Oppressor weapon [OPPRESSOR_ROCKET] flighttime increased to 6.25 (4.75).
NOTE: As mentioned before for other vertically launched rockets, if Oppressors were above a target (Attacking a target below/south of themselves), the rockets have to turn around 180 degrees to hit the target below them, which means they take longer to get there. Due to this, and the lowered flighttime of the rockets, Oppressors couldn't hit a target south of them due to the rockets running out of fuel before hitting. If the Oppressors were close enough for the rockets to hit, they were too close for the rockets to successfully turn in time to hit the target. This should fix that.
Added Arm Retaliator, Detonator, and Protector and Core Silencer, Catalyst, and Fortitude to the respective Arm and Core Experimental (Gantry) Construction Vehicle build menus (Thanks ChaoStorm!).
Swapped the Core Krogtaar and Juggernaut spots on the Gantry build menu to better match up with the Arm Gantry build menu.
Arm Dragon's Claw damage modifer reduced to 0.167 (0.25) and description updated.
Core Dragon's Maw damage modifer reduced to 0.167 (0.25) and description updated.
NOTE: This makes Dragon's Claws and Maws 50% more armored when closed than before (6x instead of 4x). This strengthens their "damage or delay" role, similar to a mine field, in that an enemy can choose to safely engage them with artillery, but it will take a fair amount of time to destroy them, or they can engage them while open, but will take damage while doing so.
Arm Ambusher damage modifer reduced to 0.167 (0.25) and description updated.
Arm Annihilator damage modifer reduced to 0.167 (0.2) and description updated.
Arm Pit Bull damage modifer reduced to 0.167 (0.25) and description updated.
Arm PACKO damage modifer reduced to 0.167 (0.25) and description updated.
Arm Thunderstorm damage modifer reduced to 0.167 (0.2) and description updated.
Core Doomsday Machine damage modifer reduced to 0.167 (0.2) and description updated.
Core Toaster damage modifer reduced to 0.167 (0.25) and description updated.
Core Viper damage modifer reduced to 0.167 (0.25) and description updated.
NOTE: This reduces damage taken while underground or closed to 1/6 normal, effectively giving them 6x as much armor while armored up. Previously, most were 4x or 5x.
Removed DamageModifier tags on units that didn't have them enabled, so it was inactive:
Arm Metal Maker
Arm Advanced Fusion Reactor
Arm Scarab
Core Advanced Fusion Reactor
Core Berserker (Was already commented out)
Core Hedgehog
Core Metal Extractor
Arm Vanguard weapon [SHOCKER] damage increased to 1319 (1313), reload increased to 2.5 (2.489), explosiongaf set to "fx" ("mineboom"), and explosionart set to "explode2" ("mineboom").
NOTE: This sets the explosion animation to the same one used by the Arm Guardian, which is very similar in fire rate, damage, and range, and sets it to the same reload as well. The previous explosion animation gave the impression they were doing a lot more damage than they actually were.
Arm Metal Generator damage modifier reduced to 0.25 (0.5) and description set to "Cloaking Self-Powered Metal Maker (+2M) (Close for 4x Armor)" ("Cloaking Self-Powered Metal Maker (+2M)").
Core Metal Generator damage modifier reduced to 0.25 (0.5) and description set to "Cloaking Self-Powered Metal Maker (+2M) (Close for 4x Armor)" ("Cloaking Self-Powered Metal Maker (+2M)").
Core Juggernaut description changed to "(barely) Mobile Very Heavily Armored Penetrating Plasma Turret" ("(barely) Mobile Very Heavy Armored Penetrating Plasma Turret")
Increased the line of sight limit in the LOS.tdf file to 3000 pixels (Was 2000).
NOTE: This meant that Arm Advanced Radar and Sonar were getting their LOS slightly cut short, and LOS for Hyper Radars for both sides was truncated a fair amount.
Arm HyperRadar line of sight increased to 3000 (2625).
Core HyperRadar line of sight increased to 2727 (2386).
NOTE: Since HyperRadars can only be built by T3 constructors, this makes them nicer to have.
Arm Avatar description changed to "Mobile LRPC (Shorter-range faster-firing Big Bertha 3832E/shot)" ("Mobile LRPC (Shorter-ranged faster-firing Big Bertha weapon)").
Core Mauler description changed to "Mobile LRPC (Shorter-range faster-firing Intimidatr 3832E/shot)" ("Mobile LRPC (Shorter-ranged faster-firing Intimidator weapon)").
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] shakemagnitude reduced to 10 (20) and shakeduration reduced to 0.3 (0.6).
NOTE: This reflects their lower damage and also makes them less distracting when firing unless there are a lot of them.
Arm Sharpshooter description changed to "Amphibious Cloaking Tachyon Sniper Kbot (8732E/shot)" ("Amphibious Cloaking Tachyon Sniper Kbot").
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] area of effect increased to 64 (32).
NOTE: This matches other heavy Tachyon weapons like the Annihilator weapon or the primary Doomsday weapon. It also makes it easier to hit targets just behind a wall or Dragon's Teeth.
Arm Jeffy armor reduced to 209 (305).
Arm Jeffy weapon [ARM_LASER] damage increased to 36 (27).
Core Weasel armor reduced to 263 (350).
Core Weasel weapon [CORE_LASER] damage increased to 40 (30).
NOTE: This puts Jeffies and Weasels back at half standard vehicle armor and double standard vehicle firepower. They'll give more firepower than the same metal spent in Flashes or Instigators, but with much less armor, making them best for raiding lightly defended or undefended targets and leaving before reinforcements can arrive.
December 13, 2024
TA:T v2.0 Beta 90:
Set the Arm and Core Commander explosion and Arm and Core Decoy Commander explosion to do 0 damage to the Core Moho Exploiter, Arm Moho Twilight, and Arm Thunderstorm (Previously did full damage).
NOTE: All other structures take no damage from the Commander and Decoy Commander blasts, but these were overlooked somehow.
Arm Guardian weapon [ARMFIXED_GUN] set to LineOfSight (ballistic).
Core Punisher weapon [CORFIXED_GUN] set to LineOfSight (ballistic).
NOTE: Guardians and Punishers were good at area denial, since they prevented things being built within their range, but often fairly bad at actual defense against attacking units. They would frequently miss even slower Kbots, sometimes even with vet status.
Making their weapon line of sight allows them to hit incoming attackers much more effectively than they could previously.
Scaled Arm Guardian and Core Punisher models vertically 25%.
NOTE: This makes them a bit taller, allowing them to shoot over Dragon's Teeth directly in front of them. Previously, since they fired ballistic shots, the barrels were tilted upwards more and cleared the Dragon's Teeth due to that.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 1280 (800), reload increased to 1.6 (1.0), weapon velocity reduced to 600 (800), and edge effectiveness reduced to 0 (0.333).
NOTE: This puts the Radical/Blocker in the "budget Guardian/Punisher" category, giving a faster and cheaper option for defending against light T2 artillery attacks before you have T2 yourself. It also allows you to try and lock down and control an area more quickly than you could with a Guardian/Punisher. However, it is also much easier to take down than a Guardian or Punisher, as despite the range the smaller cost comes at the expense of much less armor and firepower.
Adjusted Arm Condor and Core Vindicator weights for the following units that have had metal cost changes that didn't get get corresponding weight changes since Beta 77:
Arm Courier weight increased to 250 (200).
Core Emissary weight increased to 250 (200).
Arm Hermes weight reduced to 600 (750) (1 max per transport).
Arm Flea weight reduced to 6 (12.5) (166 max per transport).
Also added the following newer units to the weight lists:
Arm/Core Nexus weight increased to 175 (100) (Although note that you can't current carry transports inside of a Condor or Vindicator).
Arm Tripod weight reduced to 66 (100) (15 max per transport).
Core Oppressor weight reduced to 75 (100) (13 max per transport).
NOTE: They were previously using the default weight of 100, since they hadn't yet been specifically added.
Fixed the Arm North/South Fortress Wall metal value to be 270 (Its cost) instead of 108. The East/West Fortress Wall was already set to the correct value.
Arm and Core Nanolathe Minelayer Turret worker time increased to 60 (30).
NOTE: This doubles the speed at which Minelayer Turrets can build mines to 2.5 seconds for a light mine, 7.5 seconds for a medium mine, and 22.5 seconds for a heavy mine (Was 5, 15, and 45 seconds). Dragon's Teeth will takes 5 seconds (Was 10).
NOTE: These haven't seen much use, so perhaps this will help a bit.
November 30, 2024
TA:T v2.0 Beta 89:
Implemented the version number showing up in the multiplayer Battle Room on each person's color. For now, this will be 2.0 (Since these are the betas for v2.0), but will change with each version once the beta is over. Previously, it still showed 3.1, as in original TA. This requires hex editing the TotalA.exe to show the version number.
To prevent unit version errors caused by the above change, the following units had their version number set to 2.0 (Previously they were higher than 2, and some even had things like "final" as their version):
aafus.fbi
aarthover.fbi
ADVMOHO.fbi
ahermes.fbi
ajuno.fbi
armantar.fbi
armbc.fbi
armbfortew.fbi
armbfortns.fbi
ArmBValk.fbi
armcir.fbi
armcybr.fbi
armeye.fbi
armfmine1.fbi
armfmine3.fbi
armfmine4.fbi
armmls.fbi
ARMnanotc.fbi
ARMnanotc2.fbi
ARMnanotc3.fbi
ARMnanotc4.fbi
ArmPomPom.fbi
armrb.fbi
armrecl.fbi
armscab.fbi
armyork.fbi
aseadragon.fbi
asubpen.fbi
blackdawn.fbi
blade.fbi
bladew.fbi
cafus.fbi
carthover.fbi
commando.fbi
consul.fbi
CORBARREL.FBI
corblackhy.fbi
CorBTrans.fbi
corerad.fbi
coreye.fbi
corfmine1.fbi
corfmine3.fbi
corfmine4.fbi
cormabm.fbi
cormls.fbi
cornanotc.fbi
cornanotc2.fbi
cornanotc3.fbi
correcl.fbi
corsktl.fbi
csubpen.fbi
intruder.fbi
marauder.fbi
nanomlt.fbi
oppressor.fbi
shiva.fbi
tawf114.fbi
tllviking.fbi
zulu.fbi
Fixed a bug where the Core Berserker was missing on any of the special damage lists where all other units are included. This includes:
Commander Blast
EMP/Paralyzing weapons, in which case Berserkers took the default damage which is 4x higher (normally that just helps to destroy features more easily).
The Juno weapon, where Berserkers also took 4x more damage (Although the "correct" damage would still destroy a Berserker).
Added Arm and Core Experimental Construction Vehicles special damages, as with the Berserkers above.
Arm and Core Commander explosion [COMMANDER_BLAST] damage increased to 35000 (30000).
Note: 35000 damage is what tactical and strategic nukes do, which should actually destroy any unit barring a full veteran Orcone or Krogoth, and those would be reduced to about 10% health. This means Commander explosions should take out even heavy gantry units, with the exception mentioned above.
Arm and Core Nexus description changed to "All-terrain Transport w/ Firing Ports (capacity 6 2x2 units)" ("All-terrain Transport w/ Firing Ports (capacity 6 3x3 units)").
Arm Jeffy armor reduced to 305 (458).
Arm Jeffy weapon [ARM_LASER] damage increased to 27 (18).
Core Weasel armor reduced to 350 (525).
Core Weasel weapon [CORE_LASER] damage increased to 30 (20).
NOTE: This puts them at 50% more firepower and 50% less armor again.
Removed the Control G hotkey from all hovers that already have the Control H hotkey (This is all hover units except the constructors).
Added the Control W hotkey to the Arm Banshee and Core Venom.
Arm MRU metalmake reduced to 2.0 (3.0).
Core MRU metalmake reduced to 2.0 (3.0).
Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +2M Stores 5kE 1kM)" ("Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)").
Arm and Core Vehicle Plant, Kbot Lab, Air Plant, and Shipyard workertime reduced to 180 (270).
Arm and Core Hovercraft Platform and Floating Hovercraft Platform workertime reduced to 360 (540).
Arm and Core Advanced Vehicle Plant, Advanced Kbot Lab, Advanced Air Plant, Seaplane Platform, Advanced Shipyard, and Amphibious Complex workertime reduced to 540 (810).
NOTE: Also added buildpower descriptions to the Arm and Core Advanced Shipyards, as they had been missed previously.
Arm and Core Experimental Gantry workertime reduced to 1620 (2430).
NOTE: This will slow all plants/labs/etc. down to 2/3 of their old build power. This will hopefully make it a little easier to not stall in the early game, as T1 factories will drain about 7M/second and 66E/second instead of 10M and 100E. Also, it will make rapidly putting out units more difficult without building extra factories or construction units or nanotowers to assist. This should give players a little more time to think and react, at least in the earlier stages of the game.
Core HLLT armor increased to 1227 (1224).
Arm Shellshocker weapon [TAWF113_weapon] weaponvelocity increased to 600 (350).
Core Wolverine weapon [CORWOLV_GUN] weaponvelocity increased to 600 (350).
Arm Luger weapon [ARM_ARTILLERY] weaponvelocity increased to 600 (500).
Core Pillager weapon [CORE_ARTILLERY] weaponvelocity increased to 600 (500).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weaponvelocity increased to 600 (400).
Core Tremor weapon [TREM1] weaponvelocity increased to 600 (400).
NOTE: This will help vehicle artillery feel "heavier" and be more effective without actually increasing their damage. Previously even faster Kbots like Peewees could often charge vehicle artillery and be mostly un-hit, unless the artillery was manually targetted or had higher veteran status.
Arm Flea armor reduced to 12 (16).
Arm Flea weapon [FLEA_LASER] damage increased to 24 (18).
NOTE: This puts the Flea at 1/4 armor and 4x firepower, making it very damaging for its cost, but also meaning it will die to virtually any weapon or explosion.
Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate reduced to 8410 (12615) and flighttime reduced to 4.75 (5.5).
NOTE: This lets Oppressors hit things in roughly the outer third of their range, meaning any units closer than that will be missed by the rockets. For example, Peewees charging retreating Oppressors will almost never take any hits before destroying the Oppressors. Also, the reduced flighttime makes it easier for a unit fired on at maximum Oppressor range to retreat and have the rocket run out of fuel before hitting them, including Commanders.
Arm Tripod metal cost reduced to 61 (71), energy cost reduced to 582 (677), buildtime reduced to 1539 (1791), and armor reduced to 485 (652).
Arm Tripod weapon [ARM_GRENADE] damage increased to 247 (166).
NOTE: Previously, because the Tripod shares its laser weapon with the Arm Skeeter and Core Searcher, I couldn't adjust it to have more damage without affecting those units, so the extra firepower the Tripod would have gotten was instead put into extra armor. Now, the metal cost has been adjusted down to match the laser weapon, and the armor is just at the usual Arm Kbot baseline. The grenade, however, has had the damage boosted by 50%, since it can only fire when holding still and the laser weapon isn't firing.
Arm and Core Moho Mines and Underwater Moho Mines self-destruct explosion has been set to TINY_BUILDINGEX (LARGE_BUILDING). This makes it safe to self-destruct a Moho Mine to replace it with a Deep Core without blowing up a lot of surrounding stuff, just like you can with metal extractors when you replace them with Moho Mines.
Arm Bee metal make reduced to 0 (0.1).
Minelayer vehicles, Kbots, and ships now take 40% normal damage from mines (20% normal damage).
NOTE: Minelayers can quickly build mines next to themselves to defend against nearby attacking units while taking little damage. This changes still allows them to do that, but at a higher cost in self-damage.
Arm and Core Radar Towers energy use reduced to 40 (50).
Arm and Core Floating Radar Towers energy use reduced to 53 (66).
Arm and Core Advanced Radar Towers energy use reduced to 200 (250).
Arm and Core Hyper Radar Towers energy use reduced to 1140 (1425).
Arm Seer and Core Informant energy use reduced to 32 (40) (And added energy use to description).
Arm Marky and Core Voyeur energy use reduced to 18 (23) (And added energy use to description).
Arm Escort and Core Phantom energy use reduced to 106 (133) (And added energy use to description).
Arm Spotter and Core Watcher energy use reduced to 36 (45) (And added energy use to description).
Arm Eagle and Core Vulture energy use reduced to 42 (53) (And added energy use to description).
Arm Seahawk and Core Hunter energy use reduced to 101 (126) (And added energy use to description).
Arm and Core Sonar Station energy use reduced to 40 (50).
Arm and Core Advanced Sonar Station energy use reduced to 200 (250).
NOTE: This reduces the energy cost of radar and sonar to 80% of what it was.
Core Firestorm model increased in size by 50% to better reflect its potential danger. The wreckage has been increased in size by 100%, as it was somewhat undersized to begin with.
Arm Twilight cloaking cost reduced to 10 (15).
Core Exploiter damage modifier increased to 0.75 (0.5).
NOTE: This reduces the Exploiter armor (while armored up) to 763 (previously 1144), so 2/3s the previous amount. The armor while unarmored is unchanged.
August 17, 2024
TA:T v2.0 Beta 88:
Arm Flea energy cost reduced to 55 (109), metal cost reduced to 6 (12), buildtime reduced to 143 (286), armor reduced to 16 (64), speed increased to 2.535 (2.33), and line of sight increased to 400 (320).
Arm Flea weapon [FLEA_LASER] damage increased to 18 (16) and reload reduced to 0.75 (0.876).
NOTE: This is an attempt to help differentiate Fleas from Peewees, as previously, despite being cheaper and more numerous, they still performed roughly comparably to Peewees in most situations. Now, they are even cheaper and trade more armor for firepower. This means Fleas do almost 2.5 times as much damage as Peewees do for the same metal cost, but are extremely fragile, destroyed from a single hit from even a Jeffy laser or Jethro missile, and even more vulnerable to area of effect weapons like flamethrowers.
This change lets them use their numbers to overwhelm slower-firing units with poor area of effect. They can also do damage faster and cheaper than Peewees, but only if there is little to no resistance. Peewees should do better in some situations, and Fleas in others, at least in theory.
Arm and Core Wind Generator WindGenerator increased to 30 (25) and description changed to "Produces Energy (+0-30E). Fragile" ("Produces Energy (+0-25E). Fragile").
NOTE: At some point in the past, Wind Generators were changed to give a maximum of 25 energy, instead of 30. This was probably to prevent Wind Generators from being such a strong option compared to Solars, but Wind Generators have been very easy to destroy and prone to chain reactions if built close together for a long time, so there's no reason not to have them back at 30, as in OTA.
Core Exploiter destroyed explosion set to [LARGE_BUILDINGEX] ([ESTOR_BUILDINGEX]).
NOTE: This lowers the strength of the destroyed explosion for Exploiters. The new destroyed explosion is about 69% of the old damage and the same area of effect.
The built-in explosion for Exploiters are designed to allow even an overwhelmed Exploiter to at least damage or kill a few units as it's being destroyed. However, the explosion was strong enough to make it overly punishing to attack with a large group which is often what was needed to destroy the Exploiter in the first place. This tones it down somewhat, allowing for more survivors after an Exploiter is destroyed.
The Exploiter self-destruct explosion has not been changed.
Arm Janus turret turn rate reduced to 110 (200).
Arm Janus weapon [JANUS_ROCKET] area of effect reduced to 168 (192) and edge effectiveness reduced to 0 (0.25).
Arm Tripod weapon [ARM_GRENADE] (in)accuracy reduced to 0 (400) and area of effect increased to 128 (80).
Core Oppressor destroyed explosion changed to [SMALL_UNITEX] ([MEDIUM_UNITEX]).
Core Oppressor self-destruct explosion changed to [SMALL_UNIT] ([MEDIUM_UNIT]).
NOTE: Previously, Oppressors were blowing up like bigger units, causing groups of them to take much more damage from nearby units dying.
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (96) and edge effectiveness reduced to 0 (0.333).
Arm and Core Micro Fusion energy cost increased to 15072 (10766), metal cost increased to 876 (626), buildtime increased to 27751 (19822), armor increased to 616 (440), energy make increased to 350 (250), and description updated.
Arm Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (212), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
Core Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (213), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
NOTE: Starting off with a shipyard on an all or mostly water map is much more vulnerable to rushing from the enemy since your Commander cannot defend your base from underwater. Shipyards now have a built-in torpedo launcher to defend themselves, allowing more of a buffer for you to put up other defenses or ships of your own.
Core Shipyard (south facing) added NOTSHIP and NOTLAND categories to match the north, east, and west facing versions.
Arm Sonar Station line of sight increased to 1094 (875).
Core Sonar Station line of sight increased to 995 (794).
Arm Advanced Sonar Station line of sight increased to 2188 (1750).
Core Advanced Sonar Station line of sight increased to 1989 (1588).
NOTE: This brings line of sight for sonar stations up to match ground based radar towers (A floating radar tower still gives more line of sight than a regular sonar station).
Arm Harpoon line of sight increased to 800 (500), sonar distance increased to 800 (440), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
Core Urchin line of sight increased to 800 (500), sonar distance increased to 800 (450), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
Arm Harpoon and Shipyard and Core Urchin and Shipyard weapon [COAX_TORPEDO] reload increased to 2.785 (2.4), damage increased to 1063 (916), and special damages to amphibious units and submarines increased to 3189 (previously just the default damage).
NOTE: To make a naval start more defensible, especially against early submarines, torpedo launchers have more sonar and line of sight coverage and their torpedoes are much more destructive to underwater units (Like subs, or amphibious units, but not ships), similar to depth charges. The damage to ships remains the same, meaning they are reliable defenses against surface units, but not as devastating as floating Heavy Laser Towers.
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] range reduced to 960 (1200) and damage increased to 3989 (3191).
NOTE: This forces Hunter-Killer subs get somewhat closer before firing, making them a little less difficult to engage than before.
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] range increased to 360 (310) and reload increased to 3.809 (3.28).
NOTE This should make it a little easier to engage submarines with depthcharges.
Changed the Arm Stingray and Core Thunderbolt models so that the turret is taller, allowing it to more easily shoot over Shark's Teeth surrounding them.
June 22, 2024
TA:T v2.0 Beta 87:
Fixed incorrect Bunker hotkey on the Arm/Core Nanolathe Platform menu and Slasher and Leveler hotkeys in the Core Vehicle Plant (Thanks Chaostorm!).
Fixed some Arm and Core Commander menu pages showing "SPECIAL" instead of "DGUN", and some Decoy Commander pages showing "DGUN" instead of "SPECIAL" (Thanks ChaoStorm!).
Added Big Bertha and Prude to the Arm Experimental Construction Vehicle build menu.
Added Intimidator and Behemoth to the Core Experimental Construction Vehicle build menu.
NOTE: These are high end structures that make sense to be on the Gantry Constructor build menus (Thanks again, ChaoStorm!).
Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] range increased to 800 (675) and damage reduced to 56 (66).
Core Exploiter armor increased to 1144 (572) and damage modifier increased to 0.5 (0.25).
NOTE: Previously, Exploiters had their baseline armor of 572 when armored up, but only 143 when unarmored (Armoring up increases their armor by x4). For comparison, even a regular Core Metal Extractor has 254. This change puts them at their baseline armor of 572 when unarmored, and armoring up increases their armor by x2, for a total of 1144. Exploiters couldn't take much damage even when armored up, and when unarmored were destroyed very easily, especially since T1 artillery could easily destroy them with a shot or two without danger of return fire. Despite their extra cost, Exploiters sometimes were destroyed easily without much return on the investment. Now they will be somewhat tougher and even when being destroyed by artillery will at least do some damage in return before dying.
Arm Twilight armor reduced to 940 (1128).
Core Moho Exploiter weapon [CORMEXP_ROCKET] damage increased to 213 (141).
Core Moho Exploiter armor reduced to 4944 (7576).
NOTE: When Moho Exploiters previously changed out their laser weapon for the better range and damage Doomsday secondary weapon, their armor wasn't reduced to compensate for the extra range and damage. This implements that reduction, plus a bit extra to give their rockets a little boost.
Core Moho Exploiter destroyed explosion set to [ESTOR_BUILDING] ([ATOMIC_BLASTSML]).
Core Moho Exploiter self-destruct explosion set to [ATOMIC_BLAST] ([ESTOR_BUILDING]).
Core Viper weapon [CORVIPE_LASER] area of effect reduced to 96 (128).
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.0 (1.492) and damage reduced to 302 (450).
NOTE: The below changes increase the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
Arm Peewee and Condor weapon [PEEWEE_EMG] damage increased to 16 (12).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 16 (12) (Special damages adjusted accordingly).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 297 (223).
Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 113 (85).
Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 52 (39).
Arm Flea weapon [FLEA_LASER] damage increased to 16 (12).
Arm Tripod energy cost reduced to 677 (782), metal cost reduced to 71 (82), and buildtime reduced to 1791 (2069).
Core A.K. and Vindicator weapon [AK_LASER] damage increased to 25 (19) and reload reduced to 0.498 (0.505).
Core Berserker weapon [BERSERK] damage increased to 56 (42) and energy per shot increased to 12.5 (9.4).
Core Oppressor weapon [OPPRESSOR_ROCKET] damage increased to 405 (304).
Arm Zeus weapon [LIGHTNING] damage increased to 1033 (775) and energy per shot increased to 229 (172).
Arm Fido weapon [GAUSS] damage increased to 127 (95).
Arm Fido weapon [BFIDO] damage increased to 305 (229).
Arm Zipper weapon [ARM_FAST] damage increased to 17 (13) and reload reduced to 0.559 (0.57).
Arm Maverick weapon [Armmav_weapon] damage increased to 652 (489).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 152 (114) and energy per shot increased to 33 (25).
Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 41 (31) and reload reduced to 2.159 (2.177) (Special damages adjusted accordingly).
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 383 (287).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 39 (29) (Special damages adjusted accordingly).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 2359 (1769).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 63 (47) and energy per shot increased to 64 (48).
Core Pyro weapon [FLAMETHROWER] damage increased to 16 (12) (Special damages adjusted accordingly).
Core Can weapon [CORE_CANLASER] damage increased to 976 (732) and energy per shot increased to 217 (163).
Core Morty weapon [CORE_MORT] damage increased to 264 (352).
Core Dominator weapon [CORHRK_ROCKET] damage increased to 1472 (1104).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 848 (636) and energy per shot increased to 265 (199).
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 356 (267) and energy per shot increased to 79 (59).
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1064 (798).
Core Shiva weapon [SHIVA_CANNON] damage increased to 953 (715).
Core Shiva weapon [SHIVA_ROCKET] damage increased to 1473 (1105).
Arm Razorback weapon [MECH_RAPIDLASER] damage increased to 116 (87) and energy per shot increased to 35 (26).
Arm Razorback weapon [MECH_BLAST] damage increased to 212 (159).
Arm Vanguard weapon [SHOCKER] damage increased to 1313 (985).
Arm Bantha weapon [ARMBANTHA_FIRE] damage increased to 1191 (893).
Arm Orcone weapon [ARMORCO_FIRE] damage increased to 463 (347).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage increased to 5209 (3907) and energy per shot increased to 8784 (6588).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage increased to 153 (115).
Core Karganeth weapon [KARG_FLAME] damage increased to 16 (12).
Core Krogtaar weapon [COR_TAAR_RC] damage increased to 1120 (840).
Core Juggernaut weapon [JUGGER_FIRE] damage increased to 1129 (847).
Core Krogoth weapon [CORKROG_FIRE] reload increased to 1727 (1295).
NOTE: This increases the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
Arm Atlas metal cost reduced to 67 (100), energy cost reduced to 1381 (2072), build time reduced to 2805 (4208), armor reduced to 1273 (1909).
Core Valkyrie metal cost reduced to 70 (105), energy cost reduced to 1487 (2230), build time reduced to 2325 (3488), armor reduced to 1470 (2205).
NOTE: This reduces the cost for air transports to 2/3. This makes them more cost-effective to use with cheaper units for attacking, but also makes carrying more expensive units, such as Shodans, riskier, since the transports are easier to shoot down.
Reduced KBot movement class KBOTSS2 Maxslope to 19 (27).
Reduced KBot movement class KBOTSF2 Maxslope to 19 (22).
Reduced KBot movement class TANKDS2 Maxslope to 19 (27).
NOTE: This should prevent Kbots from climbing seemingly too steep cliff sides.
Arm Courier primary weapon changed to [PEEWEE_EMG] ([MED_EMG]).
Arm Courier secondary weapon set to [PEEWEE_EMG] (None previously).
Core Emissary primary weapon changed to [AK_LASER] ([VENOM_LASER]).
Core Emissary secondary weapon set to [AK_LASER] (None previously).
Changed Core Emissary to fire from the door part of its model instead of the body to prevent outgoing weapon fire from being too low and hitting the ground.
NOTE: The Courier and Emissary now use Peewee and A.K. weapons again, but with two weapons each.
Arm Banshee weapon [MED_EMG] turret changed to 0 (1).
Core Venom weapon [VENOM_LASER] turret changed to 0 (1).
NOTE: Since these weapons aren't being used by the vehicle transports anymore, we can set them back to non-turret weapons, which means the Banshee and Venom go back to having a firing arc that prevents them from firing in a narrow cone directly behind themselves (To not so easily shoot pursuing fighters).
April 27, 2024
TA:T v2.0 Beta 86:
The new TADR release is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, etc. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
The new TADR release (Thanks TADR devs!) is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, showing the current wind speed and tidal strength, etc. You can bring up the control panel in game with Control F2. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously).
@@ -197,7 +834,7 @@ Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey
Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0).
Changed the sweetspot that is targeted by enemies to "torso" ("base").
Changed the Arm Tripod 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).
@@ -400,7 +1037,7 @@ NOTE: To help differentiate Gauss weapons and give them more of a distinct feel,
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 Berserker weapon [BERSERK] damage increased 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).
@@ -1014,13 +1651,13 @@ Core Shiva weapon [SHIVA_ROCKET] damage reduced to 1105 (1658).
Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 87 (130) and energy per shot reduced to 26 (39).
Arm Razorback weapon [MECH_BLAST] damage reduced to 159 (238).
Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477)
Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477).
Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340).
Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 347 (521).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 3907 (5860) and energy per shot reduced to 6588 (9881).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage reduced to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173).
Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372).
@@ -1029,7 +1666,7 @@ Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 840 (1260).
Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271).
Core Krogoth weapon [CORKROG_FIRE] reload reduced to 1295 (1943).
Core Krogoth weapon [CORKROG_FIRE] damage reduced to 1295 (1943).
NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken.
@@ -2731,6 +3368,21 @@ NOTE: This reduces gunships to a 180 degree firing arc (In the front). This will
Claws and Maws to lower damage modifier. Even lower than 0.1667 would be fine, since even if they're immune to low-level damage like Peewees while closed up, they can't attack back and it would make them cooler.
October 7, 2022
TA:T v2.0 Beta 58:
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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.