Welcome to Total Annihilation: Twilight
Features of Total Annihilation: Twilight
Why
should you play Total Annihilation: Twilight? The list below, while
certainly not comprehensive, details some of the more notable features.
Original Total
Annihilation Feel
Naturally,
there have been many changes to existing units and many new units added
into TA:T, but I have tried very hard to keep the same OTA "feel".
First of all, you won't be finding World War II bombers or Starcraft
units in TA:T. The units are kept within the TA universe and feel. What
this means is that most units will work very closely to the way you
expect them to. For example, the Arm Peewee may have had some
adjustments in cost, but it doesn't fire nuclear rockets, or fly, or
have the range to hit things from a screen away. It is still the
standard Arm Infantry KBot. Where there are more noticeable
differences, the changes were usually done for the sake of balance;
helping a unit to be worth building and not so useless (If a unit was
really crummy and never used before, isn't it a good thing for it to be
changed and now viable?). Some changes, such as making Arm Defenders
and Core Pulverizers Anti-Air only (cannot fire on ground units), were
done for the same reasons other mods, such as Uberhack, may have done
them; with solid tracking and long range on the missile towers, lasers
were rarely used.
Well Balanced Units,
Structures, and Overall Gameplay
This
is probably the biggest reason to play TA:T. I have spent almost two
years working and playing on this mod, and more before that playing
OTA, Absolute Annihilation (From version 4.0 to 6.0), Uberhack, and
other mods. It has been a long struggle, and it isn't over, but I have
really worked hard to make sure that all of the units are useful, and
that none are too powerful to the exclusion of other units. While I try
and make TA:T look nice, the solidity of TA:T's balance and gameplay is
my number one priority. If it's ever a choice between looking good, or
playing well, gameplay wins (Although ideally I try to make it look
good *and* play well!).
I use flexible algorithms and ratios to
adjust the stats for each unit, so if Unit X and Unit Y cost the same
amount of metal and energy, you won't see Unit X having 3 times as much
armor as Unit Y unless Unit Y has much better speed, range, firepower,
or something else. You get what you pay for. Naturally, some of the
more basic units like the Arm Peewee or Core A.K. will be "more
powerful" in your average situation than a highly specialized unit, but
that's because it *is* specialized. This doesn't mean that all units
will do equally well against all other units. Artillery will be great
against static defenses, but will fall quickly to attacks up close from
skirmish units, for example. You are expected to use your units
strategically.
Of course, I realize that balance is somewhat
subjective (And discussion, suggestions, questions, etc, are very much
encouraged on the TA:T Forums), but every unit should have a solid
role, and overlap with other units should be small. For instance, I
*didn't* want to have two (or three, or four, or...) Arm units that
were almost the same, except for a 5-10% difference in armor and speed.
In those situations, either one unit ends up always being a better unit
in all situations, and so always gets built, leaving the other one(s)
unused, or they all feel about the same with any difference too small
to be very noticeable, in which case why have have multiple units that
are virtually the same? This seems to be a trap that some unit packs
have fallen into, with "more" units replacing thought for
"significantly different and viable" units.
Great Strategic and
Tactical Depth
TA:T,
in spite of, or perhaps because of, all of the balancing and thought
that has gone into it, has a great amount of strategic and tactical
depth available to the player. Players of Total Annihilation should
already be familiar with this compared to many other games, but TA:T
makes it even more pronounced. TA:T is very much about giving the
player strategic and tactical choices.
For example, compare the
Core Exploiter with the Core Metal Extractor. The Metal Extractor is
relatively cheap, but also fairly easy to destroy. The Exploiter, on
the other hand, costs substantially more, and only extracts metal at
90% of the rate a normal Extractor would, but it also has more armor
and is armed with a laser, allowing it to defend itself. However, it
also draws more power to operate than a regular Extractor. This means
that the player can choose to build normal Extractors, realizing that
while cheaper, they are much more likely to be raided and therefore
require rebuilding, or they can build Exploiters, which are likely to
be more self-sufficient, but also bring in a bit less metal, cost more
upfront, and require more energy to keep going. Neither choice is right
or wrong, and they both have different trade-offs and strengths and
weaknesses depending on your playing style, and that of your opponent.
TA:T
is filled with examples like that, where you have several options and
reasons to use any of the choices, as well as reasons not to. Making
sure that there was always another way (or three) of handling the
situation ensures that there is a wonderful amount of replayability to
the game. When watching replays of my games against other people, I am
constantly thinking "Oh, I could have done that!" or "What if I had
tried that, instead?". Each game should be filled to the brim with
potential, with different ways it could go every time.
Additionally,
resources are valuable. Of course, everyone knows that, but as part of
the balancing act I tried to make resources count for something,
instead of something you could just set up for the first 15 minutes and
then ignore. Most of the time metal extractors will be more efficient
than using metal makers. This encourages people to capture and hold
territory, especially if it contains many metal deposits. You can use
Fusion Power Plants to power Moho Metal Makers while holed up in your
small corner, of course, but don't expect to have the upper hand,
resource wise, against an opponent who has focused on holding territory
and building metal extractors. It's about choices, as stated before.
It's viable to use metal makers, but unless the map is very energy
heavy and light on metal, there will be disadvantages. Yes, you won't
have to expand and hold areas. However, you also won't be bringing in
as much metal as someone who is. On the other hand, despite being less
efficient, you can build energy production and metal makers anywhere
you want, and keep your base small and easy to defend, whilst the other
player can only build extractors where there is metal to be found, and
must defend his holdings, or risk being raided heavily before his
expansions have had a chance to pay for themselves.
Hundreds of Carefully
Balanced New Units to Fill Strategic/Tactical Roles
This
overlaps with the depth and balance sections above, but *many* new
units
have been added in. As mentioned, the idea was to give every unit a
solid role (or roles) and reasons for being built. Some of these may be
somewhat similar to other OTA units, but much stronger, faster, or with
different abilities or costs (Remember, we don't want very similar
units without solid reasons to choose one or the other, depending on
the situation, desired goal, and other trade-offs). Others fill
tactical/strategic niches that were left open previously, such as level
1 light gunships, or combat engineers, or cloaking spy cameras, or a
Fortification Turret (see Fortification Turret further below) that can
build fortifications and mines at a distance, or the Amphibious
Complex, a completely underwater factory that can build
amphibious/underwater units and support an entire base and economy
under the water, and so on.
There are currently 510 types of
units/structures in TA:T, which is just about at the limit of the TA
engine. Despite that number, as mentioned previously, much effort to
make all units very worthwhile, but not too useful or too useless, has
been and continues to be made. That number does include some
duplication for the multi-directional factories (see Multi-directional
Factories further below), and there are some units I could consolidate
to free up room for more units (Such as merging the normal EMP mine and
the Naval EMP mine, for instance), but for now I continue to tweak the
units we have. If you have been playing original Total Annihilation
previously, you are very likely to experience numerous incidents of
"That is *just* the kind of unit I need for what I was planning!" or
"I've always wanted to do X, but couldn't pull it off with the existing
units. Now I can...". The new units and the adjusted old ones should
blend right in and feel natural, as though they were units and tweaks
that Cavedog would have released themselves, eventually.
Improved Models
Some
of the units have had their models replaced with higher-polygon
versions (Such as the Evolva models). This has only been done on some
units, and was done to improve their visual appeal and reduce
"blockiness" without changing their basic "look". The Core Krogoth is
probably one of the units that has gained the most here, changed from
looking like the Commander's big brother to a towering and fearsome
monstrosity.
Newly Added Sounds
In
keeping with the TA feel mentioned above, virtually none of the OTA
sounds have been removed. What I have done is try and add a greater
variety of sounds to the game. In many cases, the sounds already
existed in the TA data files, but were for some reason not being used
anywhere. For example, where previously you had most lasers making the
same firing sound, I let one laser keep that sound, and used existing
but unused sounds already found within the TA data files for the rest.
Where you had the very large Core Sumo KBot making the same KBot sounds
as the relatively small Core Storm, now they sound suitably different,
as befits their large size and speed difference. Overall there should
be all of the old familiar sounds you love, with many new ones added in
to really flesh out the soundscape while playing.
Errors and Bugs Fixed
Many
of the bugs that were in the original TA, and even some of the mods for
it, have been fixed where possible, and otherwise reduced as much as
could be. This includes many of the errors found and fixed in Switeck's
TA Bugfix, for example. Some of the bugs fixed were very small errors,
such as the "turning off" sound for the Core level 1 Radar Tower
sounding the same as the Arm Radar Tower, despite the fact that their
"turning on" sounds are very different. Many of these will not be
noticeable by their absence, and that's just fine by me. Details count.
Single Player Campaigns
Enabled
Total
Annihilation: Twilight allows for the single player campaigns (The
original TA campaign, Core Contingency, etc) to be played through, with
access to all of the additional TA:T units. I haven't done anything to
ensure the balance on the single player missions, but in playing
through some of them, I found that since the AI will sometimes build
the new units in a mission, and the "original" units in each mission
are already balanced against the new ones, the missions are still play
reasonably solidly. Some will be easier than in OTA, some will be
relatively unchanged, and some will be substantially more difficult.
Balanced Expressly for
Multiplayer
This
is not to say that the game isn't balanced for single-player. Far from
it. However, my primary goal throughout all the development on Total
Annihilation: Twilight has been to focus on making the multi-player
experience the best and balanced that I can. I use feedback from
multiplayer games, not skirmish games, for balancing. The reason for
this is that players can use units in new and entirely unexpected ways
that an AI could never hope to match. Multiplayer TA is so much better
and a much more satsifying experience than skirmishing against the AI.
Skirmishing or playing single player missions can be fun, but the real
meat of TA, and therefore of TA:T, is multiplayer.
AI Built From the
Ground Up
While
it is still in the early stages, the AI for TA:T has been designed from
the bottom up to be very dangerous, but also to use more of the types
and combinations of units you would expect from a human player. The AI
in the Total Annihilation engine is fairly limited, but you should be
seeing more intelligent groupings of expected units, instead of the
"Build one or two of *every unit in the game*!" behavior that some AIs
seem to produce.
Customizable AI Profiles
Set
the AI to use only certain categories of units. Do you want to fight a
skirmish where the AI can only use vehicles? How about only level 1
units? Or perhaps you want to play against an AI that will only build
and attack with aircraft? Maybe you want to play against an AI who
specializes in level 1 KBots only? You can do all of these and more,
all with only a few keystrokes to set whichever profile as the active
one you want to. This can help set up the kind of battle you want to
fight or practice on, custom-made to the kind of skirmish you feel like
playing.
Multi-Directional
Factories
You
can build your factories so units exit facing to the north, or to the
east or west, as well as south. This can really help with making sure
your units exit the way you want them to, and avoid their getting
caught up on the terrain or other map features.
Improved Loading and
Unloading for Transports
Transports
that previously loaded with the long metal arm that slowly reached
over, grabbed the unit, and then slowly moved back over to put them
inside now simply have units vanish and appear inside the transport,
quickly. Unloading can be done all at once, meaning you can click the
unload button, and click a spot to unload close to the transport, and
all of your units will unload quickly in a nice formation at that spot.
This makes using transports less cumbersome and makes them more likely
to be used and useful.
Nano Turrets and
Fortification Turrets
Nano
Turrets allow you to build a structure that can assist with building or
repair units, just like a construction unit or the Commander can, but
do so from a large distance (About a screen length). Since they do not
move, they are excellent for setting several to guard a factory and
dramatically increase the rate at which you produce new units (And at
which you use up metal and energy!). They can also be set to patrol
(Even though they don't move), and they will automatically repair or
assist any units in range, allowing you to rapidly repair a base or
group of units without tediously clicking on each unit separately.
Fortification
Turrets act like Nano Turrets, but can also build a small selection of
fortifications from the same distance, including Dragon's Teeth, Light
Laser Towers, Missile Towers, and mines. Although more expensive, these
can allow you to quickly fortify an outpost and hopefully allow it to
survive until heavier defenses are built or reinforcements can arrive.
Larger, More "Naval"
Feel to Ships
The
ships in your naval forces now feel heavier and more like an actual
ship (And are correspondingly pricer than most other units at the same
tech level). No longer will three or four Peewees or Flash tanks be
able to easily take on a Destroyer. A battleship suddenly showing up on
your coast should be a cause for serious alarm if you have not properly
prepared. Of course, don't expect that battleship to maneuver nimbly
and easily. Also, as powerful as ships are, they are naturally
restricted to the water, and therefore contain their own instrinsic
limitations. Still, just as you wouldn't allow an enemy to focus
heavily on aircraft without expecting him to gain a significant
advantage, allowing an opponent to gain naval superiority on a map that
has a sizeable amount of water may be a mistake with fatal results.
Devastating Nuclear
Weapons Worthy of the Name
Nuclear
weapons are not cheap to deploy in Total Annihilation: Twilight, and
they can be countered with anti-missile defense systems, but they have
been designed to have more of the scale you might expect of nuclear
weapons. Tactical nuclear missiles are somewhat short ranged, and are
designed to take out an incoming enemy task force, a building or small
cluster of buildings or defenses; in other words, a more "tactical"
target. Strategic nuclear missiles have essentially unlimited range,
and are designed for being used on a more strategic scale, such as
obliterating a full-fledged incoming enemy attack, or wiping out an
entire secondary base. They are not meant to be carefully aimed
(Although they can be) so much as used on a general spot (That patch of
dots on the mini-map *there*!). In the later, more strategic periods of
a game, where massive armies of hundreds of units are used, and bases
may cover large sections of the map, the strategic nuke allows you
attack areas on a strategic level, albeit for a strategic cost. Also,
there is the matter of strategic *targets*, such as large mechs...
New Experimental Gantry
Units On Both Sides
In
Total Annihilation: Twilight, both Arm and Core have an Experimental
Gantry they can build to enable them to construct larger scale units,
such as huge mechs, including the well-known Core Krogoth and the Arm
Orcone as well as other relatively cheaper units (which are still huge
in comparison to normal units). The smaller mechs can do a sizable
amount of damage to even multiple advanced tech units, and the Arm
Orcone and Core Krogoth can cut terrifying swaths of devastation which
must be seen to fully appreciate. Of course, the cost of these units is
staggering, and attempting to begin construction on one without an
economy able to support it can quickly grind everything to a halt,
leaving you vulnerable to an enemy with less titanic, but perhaps more
practical, methods of destroying you.