Total Annihilation Zero

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Total Annihilation Zero

Postby TaShadan » 11 Oct 2013, 10:23

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Total Annihilation Zero by Vohvelieläin

Introduction

Total Annihilation Zero is a full-fledged modification of the classic strategy game Total Annihilation and aims to recreate the entire game to the maximum extent and quality that is currently possible. In addition to completely redesigned versions of the two factions from the original game, the Arm and the Core, TA Zero introduces a third faction, the Guardians of Kadesh. All three factions are stylistically and strategically unique and crafted to the highest standards that can be achieved within the Total Annihilation engine. The game is a work-in-progress with preview versions regularly released to the public as development milestones are reached. There's no telling what the final version will hold in store, but you can continue on to the Features section to learn more about what is currently available in TA Zero.

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Compared to the original Total Annihilation the gameplay shifted from "macro" oriented gameplay to "micro" oriented one (do not be afraid, there still is a lot of macro involved). Every unit has to be microed differently and the terrain plays a prominent role. For example most units benefit from a high ground advantage. The game in general is more tactical and positional but still fast paced. Soft counters play a major role, while still having some hard counter units. Therefore it has a lot of aspect from other RTS games like Starcraft Broodwar or C&C mixed with the streaming-resource system, which allows you to queue production. In addition the TA engine allows you to dodge projectiles, which leads to very interesting and satisfying encounters. Although being based on a outdated engine, the visual aspects were increased (new very detailed models and handmade textures with a distinctive theme for each faction) and the controls/gui are on par with modern RTS games. A more detailed feature list can be found here: http://zero.tauniverse.com/features/. The design of the maps is unique and beautiful. Most maps feature ground, air and naval battles and therefore lead to a very varied game with lots of different units and play styles.

You can check out some of the maps here:
Implemented Maps
Community maps

One example from the community mappack:
Spoiler: show
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To get an impression of the gameplay you can check out my youtube channel:

TaShadan Total Annihilation Youtube Channel

One example:
https://www.youtube.com/watch?v=KfoJnzt ... U5RHn2h10w

You can download the standalone test version here:

TA Zero Standalone Test Version

Compared to the released version on the homepage this version features a lot of new units, bug fixes and balance changes.
Just download, extract and enjoy!

Full changelog:
Spoiler: show
New Features and Major Changes:
-Arm Frontier Extractor is now available.
-Arm Striker fast attack jumpjet kbot is now available.
-Arm Infiltrator sniper/saboteur kbot is now available.
-Arm Scrambler radar jammer hovercraft is now available.
-Core Raider amphibious stealth tank is now available.
-Core Blackout electronic warfare hovercraft is now available.
-Core Patron and Bastion shield generators are now available.
-GoK Emissary field engineer hovercraft is now available.
-GoK Haven and Sanctuary shield generators are now available.
-Modified versions of Atlantis, Siberia, and Luna metal deposits included. They will now give correct amount of metal.
-Reclaimable metal and durability of Creon rock features adjusted to be significantly lower. River of flame rock features now use identical values.
-All sound effects added by TA Zero have been upgraded to a better format. Bothersome background hiss has been filtered away.
-AI profiles reworked. Weight values now use correct range. AI will now behave more according to the plan. Easy AI will now eventually build T2 units, but is very limited regarding artillery.

Minor Changes:
-All unit descriptions sanitized.
-Corners of footprints of many round GoK structures (and a few others) are now marked as empty instead of yard.
-All shield effects will now be located accurately in the direction of impact.
-Core Behemoth and Mediator tread turning animation improved.
-New explosion animations added.
-New sound effects added.
-New textures added.
-Core Mediator artillery pulse cannon explosion animation improved.
-GoK Ecplise now has full set of new sounds.
-Many Arm and Core tanks changed to actually use *_TANK soundset instead of *_VEHICLE.
-Volume of several sound effects adjusted.
-Commander location markers and factory direction arrows now have a texture specifically made for them.
-Build menus of several construction units reorganized.

Technical Fixes:
-Core T1 Naval Factory build speed corrected to be 480 instead of 600.
-GoK Reaper sight range corrected to be 550 instead of 500.
-GoK Magus no longer leaves a blocking corpse when destroyed over water.
-Arm Defiant, Core Tyrant and Core Adamant now take correct amount of damage from Arm Retaliator tactical nukes.
-Arm Sapper now takes damage from Core Neptune sonance cannon.
-Core Energy Storage is now targeted automatically like all other units. Yes, they've apparently been missing that "shootme=1;" line since Alpha 1 release.
-Stealth Field Generators are no longer categorized as anti-air units.
-Extinguisher is now written correctly.
-Minor mistakes in Arm Settler walk script fixed.
-Minor mistakes in scripts of all T1 bombers fixed.
-All wake objects are now hidden via script, rather and just being textureless and mostly upside down.
-Minor mistakes in menu entries of several AI versions of T2 units fixed.

General Unit and Gameplay Adjustments:
-Perimeter defence walls reworked. They now remain as units instead of turning into map features, and as such they can be damaged by all weapons. Stealth added, durability increased via added damage modifier, and cost increased significantly. Wreck changed to be passable. Destruction effects added.
-Aircraft factories are now built at halved rate.
-GoK heavy void shield minimum damage increment further increased to +50% from +25%.
-GoK heavy void shield efficient blocking threshold reduced to 100 from 150.
-Turret turn rates of several T1 light vehicles improved significantly.
-Turret turn rates of all T2 mobile heavy artillery units improved.
-Edge effectiveness of largest unit death explosions reduced.
-Lightning strike stun damage reduced to 0.

Individual Unit Adjustments:
-Arm Commander durability reduced to 2750 from 3500.
-Arm Commander energy production increased to 8 from 4.
-Arm Commander disintegrator gun range increased to 350 from 300.
-Arm Commander plasma bolt cannon range increased to 475 from 450.
-Arm Marine cost reduced to M:21 E:28 BT:840 from M:24 E:32 BT:960.
-Arm Harasser missile reload time reduced to 1.45 from 1.6.
-Arm Harasser missile turn rate increased to 12500 from 10000.
-Arm Scorpion cost reduced to M:96 E:128 BT:3840 from M:99 E:132 BT:5280. Metal drain per second changed to 12 from 9.
-Arm Scorpion sight range reduced to 450 from 500.
-Arm Havoc battle cannon range increased to 575 from 550.
-Arm Havoc battle cannon projectile speed increased to 475 from 450.
-Arm Havoc battle cannon inaccuracy reduced to 100 from 150.
-Arm Broadside durability increased to 500 from 450.
-Arm Broadside damage modifier while open reduced to 1.25 from 1.5.
-Arm Broadside plasma cannon reload time reduced to 5 from 5.5.
-Arm Broadside plasma cannon salvo is now fired in 0.5 seconds instead of 1 second.
-Arm Broadside plasma cannon area of effect increased to 80 from 70.
-Arm Broadside plasma cannon edge effectiveness increased to 0.25 from 0.1.
-Arm Broadside bad target category changed to AIR from MOB.
-Arm Patriot battle cannon range increased to 650 from 600.
-Arm Patriot battle cannon inaccuracy reduced to 100 from 200.
-Arm Hercules durability reduced to 150 from 200.
-Arm Varjag plasma bolt gun reload time reduced to 0.166 from 0.2.
-Arm Varjag stun grenade launcher stun damage increased to 120 from 90.
-Arm Varjag stun grenade launcher damage to map features reduced to 10 from 90.
-Arm Varjag stun grenade launcher bad target category changed to DS from SML. They will now avoid shooting targets they cannot stun.
-Arm Devastator cost increased to M:1080 E:3240 BT:43200 from M:1008 E:3024 BT:40320.
-Arm Devastator turn rate reduced to 175 from 200.
-Arm Mauler heavy artillery cannon reload time increased to 10.0 from 8.0.
-Arm Caltrop mine explosion now has minor anti-light bonus.
-Arm Hammer artillery cannon inaccuracy reduced to 100 from 200.
-Arm Light Ground Factory cost reduced to M:350 E:175 BT:4200 from M:400 E:200 BT:4800.
-Arm Air Factory cost increased to M:480 E:960 BT:11520 from M:450 E:360 BT:5400.
-Arm Solar Panel durability increased to 300 from 200.
-Arm Floating Solar Panel durability increased to 300 from 200.
-Arm Enigma cost reduced to M:550 E:1320 BT:13200 from M:600 E:2880 BT:14400.
-Arm Enigma durability increased to 1800 from 1500.
-Arm Enigma radar jam radius increased to 1000 from 800.
-Core Commander durability reduced to 3000 from 4000.
-Core Commander modulated burst laser reload time increased to 3 from 2.
-Core Commander modulated burst laser energy cost to fire increased to 150 from 100.
-Core Commander laser cannon reload time increased to 2.25 from 2.
-Core Monitor nanolathe build speed increased to 90 from 60.
-Core Monitor nanolathe range increased to 120 from 100.
-Core Errant pulse gun turn rate increased to 7500 from 5000.
-Core Errant movement speed increased to 3.5 from 3.25.
-Core Errant turn rate increased to 475 from 450.
-Core Errant acceleration increased to 0.3 from 0.25.
-Core Pathfinder cost reduced to M:63 E:140 BT:3360 from M:72 E:160 BT:3840.
-Core Pathfinder laser sniper stationary fire base damage increased to 45 from 40.
-Core Pathfinder laser sniper stationary fire range increased to 725 from 700.
-Core Grunt cost reduced to M:78 E:130 BT:3120 from M:81 E:135 BT:4320. Metal drain per second changed to 12 from 9.
-Core Grunt pulse grenade base damage increased to 80 from 75.
-Core Grunt pulse grenade area of effect increased to 80 from 70.
-Core Arclite plasma cannon inaccuracy reduced to 150 from 300.
-Core Proteus plasma cannon inaccuracy reduced to 150 from 300.
-Core Sky Sweeper pulse gun turn rate increased to 7500 from 5000.
-Core Overseer durability reduced to 175 from 225.
-Core Aurora cost increased to M:235 E:705 BT:16920 from M:235 E:470 BT:16920.
-Core Aurora laser cannon projectile speed reduced to 700 from 900.
-Core Inquisitor cost increased to M:120 E:1200 BT:9600 from M:126 E:840 BT:6720. Metal drain per second changed to 12 from 18.
-Core Inquisitor minimum cloak distance reduced to 150 from 200.
-Core Behemoth heavy plasma cannon range increased to 625 from 550.
-Core Behemoth heavy plasma cannon inaccuracy reduced to 100 from 300.
-Core Mediator heavy artillery pulse cannon reload time increased to 5.5 from 5.0, and delay between shots increased to 2.0 from 1.0. Total time per salvo is now 7.5 instead of 6.0.
-Core Mediator heavy artillery pulse cannon inaccuracy reduced to 500 from 750.
-Core Arbiter cost increased to M:2200 E:6600 BT:52800 from M:2000 E:6000 BT:48000.
-Core Arbiter artillery shock cannon reload time increased to 6.0 from 4.5. Total time per salvo is now 7.5 instead of 6.0.
-Core Arbiter artillery shock cannon inaccuracy reduced to 200 from 300.
-Core Air Laboratory cost increased to M:500 E:1000 BT:12000 from M:500 E:500 BT:6000.
-Core Arcanum cost reduced to M:600 E:1800 BT:14400 from M:650 E:3120 BT:15600.
-Core Arcanum durability increased to 2200 from 1600.
-Core Arcanum radar jam radius increased to 1125 from 900.
-GoK Guardian durability reduced to 1800 from 2500.
-GoK Guardian ion beamer reload time increased to 0.125 from 0.1.
-GoK Faerie turn rate increased to 750 from 600.
-GoK Faerie photon gun turn rate increased to 7500 from 5000.
-GoK Faerie cloak energy costs reduced to 4/8 from 6/12.
-GoK Faerie minimum cloak distance increased to 250 from 200.
-GoK Disciple durability increased to 125 from 100.
-GoK Reaper distort gun range increased to 575 from 550.
-GoK Reaper torso turn rate improved.
-GoK Sea Dragon artillery blaster inaccuracy reduced to 200 from 500.
-GoK Eudaemon durability reduced to 125 from 200.
-GoK Immortal void shield increased to 525 from 500.
-GoK Immortal turret turn rate improved.
-GoK Magus dimensional splicer damage to map features reduced to 1 from 6.
-GoK Shield Node cost increased to M:12 E:96 BT:480 from M:15 E:72 BT:360.
-GoK Shield Node void shield reduced to 300 from 500.
-GoK Shield Node void shield recharge rate increased to 7.5 from 4.
-GoK Shield Node no longer has a limited duration.
-GoK Nightfall heavy distort cannon reload time increased to 10.0 from 8.0.
-GoK Nightfall heavy distort cannon inaccuracy reduced to 200 from 500.
-GoK Black Dawn distort cannon projectile speed increased to 500 from 400.
-GoK Pillar of Light void shield changed to the heavy subtype.
-GoK Blazing Orchid cost increased to M:1950 E:9360 BT:46800 from M:1800 E:8640 BT:43200.
-GoK Blazing Orchid warp cannon reload time increased to 12.0 from 9.0.
-GoK Aero Platform cost increased to M:500 E:1200 BT:12000 from M:500 E:450 BT:6000.
-GoK Eclipse cost reduced to M:550 E:2640 BT:13200 from M:650 E:4680 BT:15600.
-GoK Eclipse radar jam radius increased to 1225 from 980.


You like what you see?

Come and play on Gameranger!

Official Gameranger Site

You tried to play but you are having trouble learning the basics? Check out this Beginners guide!

Total Annihilation Zero Beginners Guide

I hope i play you soon on Gameranger!

Greetings

ash.TaShadan
Last edited by TaShadan on 26 Oct 2014, 13:30, edited 2 times in total.
http://zero.tauniverse.com/ The best Total Annihilation Mod.
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Re: Total Annihilation Zero

Postby D4E_Omit » 11 Oct 2013, 11:15

Cool, but what in the hell does this do on the FaF forums?
Sometimes, I just feel like I want to eat pancakes.
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Re: Total Annihilation Zero

Postby Voodoo » 11 Oct 2013, 11:18

D4E_Omit wrote:Cool, but what in the hell does this do on the FaF forums?


Why we are posting at the Starcraft 2 forum? It is off topic, so all is fine.
Looks like some one spend a lot of time into this mod. It looks great.
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Re: Total Annihilation Zero

Postby TaShadan » 11 Oct 2013, 11:22

D4E_Omit wrote:Cool, but what in the hell does this do on the FaF forums?


Its offtopic? Also i always thought SupCom/FA is related to Total Annihilation.
http://zero.tauniverse.com/ The best Total Annihilation Mod.
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Re: Total Annihilation Zero

Postby Bliss » 11 Oct 2013, 14:50

TaShadan wrote:
D4E_Omit wrote:Cool, but what in the hell does this do on the FaF forums?


Its offtopic? Also i always thought SupCom/FA is related to Total Annihilation.



Don't listen to him !!

TA is SupCom father or grandfather at least , so it's really related to our beloved game.

I think it's a great work I'll give it a try for sure !! I

Good job !!

p.s.I asked you back in Teamliquid forums about the possibility of making a "presentation" video... did you think about that ??? Thay may have more impact in public !!?
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Re: Total Annihilation Zero

Postby TaShadan » 11 Oct 2013, 16:20

Yes i read it thx. I think its a good idea.
http://zero.tauniverse.com/ The best Total Annihilation Mod.
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Re: Total Annihilation Zero

Postby Swkoll » 13 Oct 2013, 02:25

This looks really cool.
"Only the fear of the hypnotoad is preventing me from raging right now." - ColonelSheppard
"Swkoll is a genius, let's accept this and move on" - VoR_Gorton
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Re: Total Annihilation Zero

Postby DeimosEvotec » 20 Oct 2013, 18:05

the name reminds me of this: http://zero-k.info/
I found it recently on the steam forums of PA.
It looks somewhat similar to SupCom, does anybody know if it's any good?
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Re: Total Annihilation Zero

Postby Bliss » 20 Oct 2013, 19:49

Let's clarify this :

Total Annihilation is the original videogame which can be considered the progenitor of this kind of rts genre (year 1997)

Total Annihilation Zero is an actual modification of the original TA game

On the contrary, K-Zero is a free game based on the SPRING engine open source project ( http://springrts.com/wiki/About ) .
Community is passionate but very small. You can find lots of similar rts to try on spring ...
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Re: Total Annihilation Zero

Postby TaShadan » 21 Oct 2013, 09:56

Zero-K has nothing to do with TA Zero. The gameplay is totally different.
http://zero.tauniverse.com/ The best Total Annihilation Mod.
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