Hardcore Annihilation 0.1.1 release thread - poll for future
Posted: 19 Apr 2008, 07:28
Hardcore Annihilation 0.1.1
by Pxtl
on JobJol
File
on Spring Portal
File
About
The Spring engine is ostensibly a modern remake of the original Total Annihilation - however there is effectively no way to play the original Total Annihilation with it. While there are numerous Spring games based on original Total Annihliation content, most of them have diverged so far from the original gameplay that they're unusable for a TA player who doesn't want to have to spend a long time re-learning each and every unit.
Hence, Hardcore Annihilation, a Spring mode for hardcore TA players.
That being said, HA is not a perfect TA clone:
* It still bears the Spring user-interface, and plus Spring has some hard-coded gameplay features that are quite different from original TA's gameplay.
* Pxtl is lazy, so any TA feature that requires too much hacking to get Spring to do will probably be axed. Don't expect any freaky Lua code.
* The focus is on TA _gameplay_, not cosmetics. That means that some Spring polish may be present, and unit descriptions may be updated to be more accurate.
Thanks to
Cavedog, for making OTA.
SYs and various modern Spring devs for making Spring.
Zwzsg for his work on Classic TA (which is 99% of this mod) and his advice.
KDR11k, 'cause he's my hero. And the veterancy widget.
Information for TA players
Besides the unavoidably different UI, there are a few Spring features that are, at present, roughly incompatible with TA.
* HA uses the Spring user-interface. Learn to love the right-click button.
* HA uses the Spring metal-map. Get used to it.
* Spring units fire on radar dots, but those dots are inaccurate.
* Spring units move fast going downhill.
* Radar is limited by line-of-sight. Also, radars and jammers and sonar are weird, particularly with hovers.
* OTA exploitable bugs like linebombing, invincible-pelicans, etc. are not present - don't worry, the Spring engine brings a whole new world of exploits for you to try.
* Fibber no-worky. To even things out, Core super-sub is gone too.
* Lightning weapons look like lasers.
Information for Absolute (or Balanced) Annihilation players
Uberhack diverged pretty far from OTA gameplay, so those of you who didn't play original Total Annihilation extensively may be in for some surprises.
* Units take a long time to open before firing.
* Most KBots have the same slope tolerances as tanks.
* All anti-ground units fire at air, and all anti-air units fire at ground (except flakkers).
* Units shoot through friendlies.
* Height does not alter firing range - that is, the targettable zone is a cylinder, not a sphere.
* Units do not lead their targets until they gain the experience needed to do so.
* For veterancy, every kill is worth the same.
Mod Options
There are 4 packs of Cavedog unts
* OTA, which you cannot deselect.
* Core Contingency, which includes a more complete naval game.
* Patch 3.1, which includes a scattered list of downloadable and BT units.
* Cavedog Downloadable Exclusives, which were 6 units released after 3.1.
Also, the CC/3.1 patches changed some things, so you can disable them - right now, it only does the buildlist changes.
Mutators
Official
Approximates OTA gameplay as close as possible.
Spring
Uses Spring gameplay features instead of OTA - Nobody seems interested so I'm axing this.
Notes
Changelog:
0.1.1
# Replaced ARMACK model
# Disabled old experience system and added KDR_11k's new experience widget
# Added new selectable buildlists.
0.1.0
* Only kbots with regular kbot-like slope tolerances are Flea, Thud, and Morty - other mainline kbots have vehicle-slope-tolerance. Rather than fix this obvious bug OTA, I just updated descriptions of said units to "all-terrain".
* Multiplied all movement class slope tolerances by 1.5, bringing them into Spring normal values. Hovers can invade islands in Sands of War.
* Removed rotating buildplate from Core factories where it caused trouble with units leaving. Will return if working scripts become available - scripts stolen from AA146.
o Factories changed - armvp, coralab, corvp, coravp
* Gave armzeus and armlatnk a beamweapon instead of lightning to get collidefriendly support and non-instant projectile.
* Added "collide=0" to all air.
* Added "leadLimit=0" to all weapons, CylinderTargetting=10, Leadbonus = 1(?) all weapons.
* Disabled bonus shield
* Disabled autoheal (autoheal = 0)
* Updated descriptions of thuds/hammers. They are not "artillery". They're "canon" kbots.
* Added canRepair=0; canRestore=0; canReclaim=0; canAssist=0; on minelayers.
* Removed the noautofire from LRPCs.
* Stole models from AA146 where they fixed model-bugs in CTA
o armavp, armap, coraap, corap, armaap, corvalk
* Removed super-subs until the sonar jammer can be fixed.
* Autoconstructed damage-lists out of old damages. The lists will look nonsensical (each damage group is just named after first entry in list) but behaviour should match OTA.
Todo (Gameplay), known bugs:
* Find out what needs to be done for AI supports.
* WTF is up with radar/sonar/jammer/stealth? Strange behaviour with hovers, etc.
* Fibber (sonar jammers) do nothing.
* Proper fix for rotating buildplates.
* Test/fix gamespeed.
* Flatten building off?
* Add indigenous lifeforms? Meteors? Earthquakes?
* LOS-less radar/sonar.
* Had to axe mine-special-damages to fit damages in (all non-nuke mines deal reduced damage to all other non-nuke mines, not just their own class). The completist is bothered, but otherwise harmless.
* Special sub-damage to mimic OTA water-explosion-damaging?
Todo (Cosmetic):
* Fix buildpic aspect ratio.
* Set laser attributes (RGBcolor, thickness, RGBcolor2, corethickness, Duration, etc) for lasers
* Add SFX, explosion effects, etc.
* Do something with Screenshake widget?
by Pxtl
on JobJol
File
on Spring Portal
File
About
The Spring engine is ostensibly a modern remake of the original Total Annihilation - however there is effectively no way to play the original Total Annihilation with it. While there are numerous Spring games based on original Total Annihliation content, most of them have diverged so far from the original gameplay that they're unusable for a TA player who doesn't want to have to spend a long time re-learning each and every unit.
Hence, Hardcore Annihilation, a Spring mode for hardcore TA players.
That being said, HA is not a perfect TA clone:
* It still bears the Spring user-interface, and plus Spring has some hard-coded gameplay features that are quite different from original TA's gameplay.
* Pxtl is lazy, so any TA feature that requires too much hacking to get Spring to do will probably be axed. Don't expect any freaky Lua code.
* The focus is on TA _gameplay_, not cosmetics. That means that some Spring polish may be present, and unit descriptions may be updated to be more accurate.
Thanks to
Cavedog, for making OTA.
SYs and various modern Spring devs for making Spring.
Zwzsg for his work on Classic TA (which is 99% of this mod) and his advice.
KDR11k, 'cause he's my hero. And the veterancy widget.
Information for TA players
Besides the unavoidably different UI, there are a few Spring features that are, at present, roughly incompatible with TA.
* HA uses the Spring user-interface. Learn to love the right-click button.
* HA uses the Spring metal-map. Get used to it.
* Spring units fire on radar dots, but those dots are inaccurate.
* Spring units move fast going downhill.
* Radar is limited by line-of-sight. Also, radars and jammers and sonar are weird, particularly with hovers.
* OTA exploitable bugs like linebombing, invincible-pelicans, etc. are not present - don't worry, the Spring engine brings a whole new world of exploits for you to try.
* Fibber no-worky. To even things out, Core super-sub is gone too.
* Lightning weapons look like lasers.
Information for Absolute (or Balanced) Annihilation players
Uberhack diverged pretty far from OTA gameplay, so those of you who didn't play original Total Annihilation extensively may be in for some surprises.
* Units take a long time to open before firing.
* Most KBots have the same slope tolerances as tanks.
* All anti-ground units fire at air, and all anti-air units fire at ground (except flakkers).
* Units shoot through friendlies.
* Height does not alter firing range - that is, the targettable zone is a cylinder, not a sphere.
* Units do not lead their targets until they gain the experience needed to do so.
* For veterancy, every kill is worth the same.
Mod Options
There are 4 packs of Cavedog unts
* OTA, which you cannot deselect.
* Core Contingency, which includes a more complete naval game.
* Patch 3.1, which includes a scattered list of downloadable and BT units.
* Cavedog Downloadable Exclusives, which were 6 units released after 3.1.
Also, the CC/3.1 patches changed some things, so you can disable them - right now, it only does the buildlist changes.
Mutators
Official
Approximates OTA gameplay as close as possible.
Spring
Uses Spring gameplay features instead of OTA - Nobody seems interested so I'm axing this.
Notes
Changelog:
0.1.1
# Replaced ARMACK model
# Disabled old experience system and added KDR_11k's new experience widget
# Added new selectable buildlists.
0.1.0
* Only kbots with regular kbot-like slope tolerances are Flea, Thud, and Morty - other mainline kbots have vehicle-slope-tolerance. Rather than fix this obvious bug OTA, I just updated descriptions of said units to "all-terrain".
* Multiplied all movement class slope tolerances by 1.5, bringing them into Spring normal values. Hovers can invade islands in Sands of War.
* Removed rotating buildplate from Core factories where it caused trouble with units leaving. Will return if working scripts become available - scripts stolen from AA146.
o Factories changed - armvp, coralab, corvp, coravp
* Gave armzeus and armlatnk a beamweapon instead of lightning to get collidefriendly support and non-instant projectile.
* Added "collide=0" to all air.
* Added "leadLimit=0" to all weapons, CylinderTargetting=10, Leadbonus = 1(?) all weapons.
* Disabled bonus shield
* Disabled autoheal (autoheal = 0)
* Updated descriptions of thuds/hammers. They are not "artillery". They're "canon" kbots.
* Added canRepair=0; canRestore=0; canReclaim=0; canAssist=0; on minelayers.
* Removed the noautofire from LRPCs.
* Stole models from AA146 where they fixed model-bugs in CTA
o armavp, armap, coraap, corap, armaap, corvalk
* Removed super-subs until the sonar jammer can be fixed.
* Autoconstructed damage-lists out of old damages. The lists will look nonsensical (each damage group is just named after first entry in list) but behaviour should match OTA.
Todo (Gameplay), known bugs:
* Find out what needs to be done for AI supports.
* WTF is up with radar/sonar/jammer/stealth? Strange behaviour with hovers, etc.
* Fibber (sonar jammers) do nothing.
* Proper fix for rotating buildplates.
* Test/fix gamespeed.
* Flatten building off?
* Add indigenous lifeforms? Meteors? Earthquakes?
* LOS-less radar/sonar.
* Had to axe mine-special-damages to fit damages in (all non-nuke mines deal reduced damage to all other non-nuke mines, not just their own class). The completist is bothered, but otherwise harmless.
* Special sub-damage to mimic OTA water-explosion-damaging?
Todo (Cosmetic):
* Fix buildpic aspect ratio.
* Set laser attributes (RGBcolor, thickness, RGBcolor2, corethickness, Duration, etc) for lasers
* Add SFX, explosion effects, etc.
* Do something with Screenshake widget?