Supreme Annihilation V1.0
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Supreme Annihilation V1.0
Supreme Annihilation V1.0 http://img27.picoodle.com/img/img27/4/3 ... 0e03ef.jpg
Latest SA by Gota: http://spring.jobjol.nl/show_file.php?id=1225
What it is:
Supreme Annihilation is the latest in a series of modifications to the RTS classic Total Annihilation as modified to fit the Spring engine. This mod is based on an Absolute Annihilation / Balanced Annihilation / Tired Annihilation for unit options and basic gameplay, and has many elements of lua and special effects found in Complete Annihilation and XTA.
List of significant changes from its predecessors:
Supreme Annihilation├óÔé¼Ôäós unit balance is based on a refined costing formula established for a proof-of-concept in Tired Annihilation. Many unit options / bugfixes have been integrated back in from Balanced Annihilation. SA features advanced effect options (LUPS from Complete Annihilation and BA, Dinamic Shadows) and integrates autoloading support for AF├óÔé¼Ôäós Music AI to facilitate dynamic background music, along with several other sound tweaks (BLURBBLURBBLURB when units can├óÔé¼Ôäót move, for example, has been removed).
Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti-nukes, radar units that don├óÔé¼Ôäót attack, and a variety of functional, effective starting options that don├óÔé¼Ôäót force competitive players down narrow build paths. SA features CA lua effectively integrated into BA core gameplay, such as unit morphing, cloaking fields, and Unit Transport. SA features TA innovations such as Commando bomb planting, false radar signatures, and additional floating units in the form of floating nano towers, floating shields, and AA LRPC ships.
A Note on Graphics:
At this time, SA is not using certain new models, in particular new Commanders and Mr.D├óÔé¼Ôäós Core+1 series. This is because, while many new units are very nice, and in some cases improvements on the old, they do not fit into a consistent visual theme. Core+1, lacking Arm+1, for example, serves only to make the old models look worse by comparison. Certain weapon effects, most especially those that XTA and CA are becoming known for, fall into this category as well.
Where to get it:
http://www.tasdownloads.com/download.php?m=SA.sd7
Credits:
OTA
Project Leader Chris Taylor
Design Chris Taylor
Art Lead Clayton Kauzlaric
Assistant Producer Jacob McMahon
Game Programming Chris Taylor
Programming Jonathan Mavor, Jeff Petkau, Brian W. Brown
Additional Design Ron Gilbert, Jacob McMahon, Richard W. Smith
Musical Composition Jeremy Soule
Sound Design Frank Bry
A.I. Programming Bartosz Kijanka, Jeff Petkau
Producer Ron Gilbert
Lead Mission Design Nathan Doster
3D Units & Buildings J. Clayton Corbisier, Mike Fisher, Kevin Pun
Movie Supervisior Kevin Pun
Movie Team Rebecca Coffman, J. Clayton Corbisier, Mike Fisher, Scott Robinson, Steve Thompson
Network Programming Rick Lambright, Kurt Pfiefer
Background Art John Baron, C.H. Burpee, Clayton Kauzlaric, Steve Thompson, Mark D. West
Interface Art Adrian Bourne, Rebecca Coffman, Mark Collen, Cory Hamilton
Mission Paintings Jarrett Holderby
Frontend Programming Kurt Pfiefer, Kevin Smith
Editors and Tools Jason King, Brad P. Taylor, Brian W. Brown
Mission Assistants Bradley Keith Lyons, Matthew D. Schroeder, Jason Stiney
Production Assistants Shane Hendrix
Production Lawton Watkins
Writer David Grossman
Quality Assurance Manager David Nixon
Test Lead Ruth A. Lopez
Quality Assurance Hardware Technician Cullen Hadersburger
Playtesting Ruth A. Lopez, Kyle Casperson, Todd Clausen, Casey D. Stein, Eric Helbig, Dirk Hunter, Justin Isaac Copeland, Matt Julich, Aaron Kempf, Marcus King, James Krieger, Steven Kuo, Miene Lee, John R. Lewis, Garrett Link, Bradley Keith Lyons, Bryan Macdonald, Joe Mullenix, Randy Ochs, Wade Racine, Charles Roberts, Tariq Sahal, Matthew D. Schroeder, Eric Snyder, Jason Stiney, James Willich, Tim Wright
Narrator John Patrick Lowrie
Conductor Cullen Thomas
Music Coordinator Audrey deRoche
Orchestra Recorded and Mixed by Rick Winquest
Orchestration Larry Kenton
Computer Score Transcription Benoit Grey
Orchestra Contractor Simon James
Studio Manager Reed Ruddy
2nd Engineers John Burton, Sam Hofstedt
Special Thanks To Ralph Giuffre, William Kidd, Sam Linse, Patricia Longeran, Marsh Macy, Mark Maling, Dave Timoney, John Uppendahl
Absolute Annihilation for Spring
Caydr
Balanced Annihilation
[WarC]NOiZE
[WarC]DayWalkeR
[WarC]Sleksa
LUA support
jK
The CA design team
Noruas
[TN]Ray
Modelling / Texturing/Art
Mr.D
Machio
Unit Balance and Testing
The Spring online community
Some fbi n00b
If you feel you should be on this list but don├óÔé¼Ôäót see your name, post here or PM Tired.
Latest SA by Gota: http://spring.jobjol.nl/show_file.php?id=1225
What it is:
Supreme Annihilation is the latest in a series of modifications to the RTS classic Total Annihilation as modified to fit the Spring engine. This mod is based on an Absolute Annihilation / Balanced Annihilation / Tired Annihilation for unit options and basic gameplay, and has many elements of lua and special effects found in Complete Annihilation and XTA.
List of significant changes from its predecessors:
Supreme Annihilation├óÔé¼Ôäós unit balance is based on a refined costing formula established for a proof-of-concept in Tired Annihilation. Many unit options / bugfixes have been integrated back in from Balanced Annihilation. SA features advanced effect options (LUPS from Complete Annihilation and BA, Dinamic Shadows) and integrates autoloading support for AF├óÔé¼Ôäós Music AI to facilitate dynamic background music, along with several other sound tweaks (BLURBBLURBBLURB when units can├óÔé¼Ôäót move, for example, has been removed).
Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti-nukes, radar units that don├óÔé¼Ôäót attack, and a variety of functional, effective starting options that don├óÔé¼Ôäót force competitive players down narrow build paths. SA features CA lua effectively integrated into BA core gameplay, such as unit morphing, cloaking fields, and Unit Transport. SA features TA innovations such as Commando bomb planting, false radar signatures, and additional floating units in the form of floating nano towers, floating shields, and AA LRPC ships.
A Note on Graphics:
At this time, SA is not using certain new models, in particular new Commanders and Mr.D├óÔé¼Ôäós Core+1 series. This is because, while many new units are very nice, and in some cases improvements on the old, they do not fit into a consistent visual theme. Core+1, lacking Arm+1, for example, serves only to make the old models look worse by comparison. Certain weapon effects, most especially those that XTA and CA are becoming known for, fall into this category as well.
Where to get it:
http://www.tasdownloads.com/download.php?m=SA.sd7
Credits:
OTA
Project Leader Chris Taylor
Design Chris Taylor
Art Lead Clayton Kauzlaric
Assistant Producer Jacob McMahon
Game Programming Chris Taylor
Programming Jonathan Mavor, Jeff Petkau, Brian W. Brown
Additional Design Ron Gilbert, Jacob McMahon, Richard W. Smith
Musical Composition Jeremy Soule
Sound Design Frank Bry
A.I. Programming Bartosz Kijanka, Jeff Petkau
Producer Ron Gilbert
Lead Mission Design Nathan Doster
3D Units & Buildings J. Clayton Corbisier, Mike Fisher, Kevin Pun
Movie Supervisior Kevin Pun
Movie Team Rebecca Coffman, J. Clayton Corbisier, Mike Fisher, Scott Robinson, Steve Thompson
Network Programming Rick Lambright, Kurt Pfiefer
Background Art John Baron, C.H. Burpee, Clayton Kauzlaric, Steve Thompson, Mark D. West
Interface Art Adrian Bourne, Rebecca Coffman, Mark Collen, Cory Hamilton
Mission Paintings Jarrett Holderby
Frontend Programming Kurt Pfiefer, Kevin Smith
Editors and Tools Jason King, Brad P. Taylor, Brian W. Brown
Mission Assistants Bradley Keith Lyons, Matthew D. Schroeder, Jason Stiney
Production Assistants Shane Hendrix
Production Lawton Watkins
Writer David Grossman
Quality Assurance Manager David Nixon
Test Lead Ruth A. Lopez
Quality Assurance Hardware Technician Cullen Hadersburger
Playtesting Ruth A. Lopez, Kyle Casperson, Todd Clausen, Casey D. Stein, Eric Helbig, Dirk Hunter, Justin Isaac Copeland, Matt Julich, Aaron Kempf, Marcus King, James Krieger, Steven Kuo, Miene Lee, John R. Lewis, Garrett Link, Bradley Keith Lyons, Bryan Macdonald, Joe Mullenix, Randy Ochs, Wade Racine, Charles Roberts, Tariq Sahal, Matthew D. Schroeder, Eric Snyder, Jason Stiney, James Willich, Tim Wright
Narrator John Patrick Lowrie
Conductor Cullen Thomas
Music Coordinator Audrey deRoche
Orchestra Recorded and Mixed by Rick Winquest
Orchestration Larry Kenton
Computer Score Transcription Benoit Grey
Orchestra Contractor Simon James
Studio Manager Reed Ruddy
2nd Engineers John Burton, Sam Hofstedt
Special Thanks To Ralph Giuffre, William Kidd, Sam Linse, Patricia Longeran, Marsh Macy, Mark Maling, Dave Timoney, John Uppendahl
Absolute Annihilation for Spring
Caydr
Balanced Annihilation
[WarC]NOiZE
[WarC]DayWalkeR
[WarC]Sleksa
LUA support
jK
The CA design team
Noruas
[TN]Ray
Modelling / Texturing/Art
Mr.D
Machio
Unit Balance and Testing
The Spring online community
Some fbi n00b
If you feel you should be on this list but don├óÔé¼Ôäót see your name, post here or PM Tired.
Last edited by Tired on 20 Jul 2008, 07:39, edited 3 times in total.
Re: Supreme Annihilation V1.0
sounds nice i'll try it later
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: Supreme Annihilation V1.0
yay! BA replacement time!
Re: Supreme Annihilation V1.0
good stuff, play it people
Re: Supreme Annihilation V1.0
i want to try that sounds interesting
Re: Supreme Annihilation V1.0
Great balance, snappy gameplay, no limits.
Almost no unnessecary micro is needed, the mod works for you, not against you.
Whorey, porcy, spammy.
Play SA, it eez deeelishus.
Almost no unnessecary micro is needed, the mod works for you, not against you.
Whorey, porcy, spammy.
Play SA, it eez deeelishus.
Re: Supreme Annihilation V1.0
Sounds awesome. Hosting right now.... 

Re: Supreme Annihilation V1.0
Hm, 'take best features out of each mod and combine them into a consistent game' sounds really promising.
Re: Supreme Annihilation V1.0
You forgot the maker of uberhackhueg list of credits
Re: Supreme Annihilation V1.0
It´s nice that you learned to add credits
maybe you should add the name of The Registered One, for the talon Ufo, it´s still in your modfile.
So i say good work when you really havent stolen and quested everyone ! :)
Maybe now i like to play it too.

So i say good work when you really havent stolen and quested everyone ! :)
Maybe now i like to play it too.
Re: Supreme Annihilation V1.0
lol @ the credits
just another *A sure it will have solid "balanced" gameplay but no innovation and near identical factions again wats the fun in that
- 1 boring
just another *A sure it will have solid "balanced" gameplay but no innovation and near identical factions again wats the fun in that
- 1 boring
Last edited by Otherside on 04 Mar 2008, 23:13, edited 1 time in total.
Re: Supreme Annihilation V1.0
Is this actually good? I enjoyed TiA quite a bit.
Re: Supreme Annihilation V1.0
Go away pls nub. You didnt even try it.Otherside wrote:lol @ the credits
just another *A sure it will have solid "balanced" gameplay but no innovation and near identical factions again wats the fun in that
- 1 boring
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Supreme Annihilation V1.0
Why didn't you fix the floating shield textures? It's a 1 minute job...
Re: Supreme Annihilation V1.0
Because no one complained about them. Feel free to fix them yourself and mail in the edit. =P
Edit: Thanks. =)
Edit: Thanks. =)
Last edited by Tired on 04 Mar 2008, 23:55, edited 2 times in total.
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Supreme Annihilation V1.0
Piece of cake (attached files to this posting). Don't forget to fix the buildpics too...Tired wrote:Because no one complained about them. Feel free to fix them yourself and mail in the edit. =P

- Attachments
-
- floating shield core part 02.7z
- Fixed Floating Shield Textures Core Texture2
- (79.7 KiB) Downloaded 70 times
-
- floating shield core part 01.7z
- Fixed Floating Shield Textures Core Texture1
- (181.22 KiB) Downloaded 87 times
-
- floating shield arm.7z
- Fixed Floating Shield Textures Arm
- (231.69 KiB) Downloaded 97 times
Re: Supreme Annihilation V1.0
Pwnage 2b.
I shall rule once more!
I shall rule once more!
Re: Supreme Annihilation V1.0
My only objection thus far to SA is in the generic feel it reintroduces to the same old content. It's not any worse balanced than BA or TiA, but it seems much less fun. Perhaps this will change as I play more.
Re: Supreme Annihilation V1.0
Another soup mod for the hall of shame? 

Re: Supreme Annihilation V1.0
Theres a reason that a ton of veterans and GOOD players play this mod. It really is good. No strange or foreign changes to the gameplay that made TA-AA-BA good, but a nice balance and it really is fun to play.
Go play a game now.
Go play a game now.