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Total Annihilation Zero

Forum Index > General Games
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TaShadan
Profile Joined February 2010
Germany1969 Posts
Last Edited: 2014-10-26 15:13:15
September 05 2013 16:42 GMT
#1
[image loading]

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.

[image loading]

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 Although being based on a outdated engine, the visual aspects were increased (new very detailed models and handmade textures with a distinctive theme for each faction) and the controls/gui are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 map design 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:
+ Show Spoiler +
[image loading]


To get an impression of the gameplay you can check out my youtube channel:

TaShadan Total Annihilation Youtube Channel

One example:


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!

To pay tribute to the original Total Annihilation you can buy the game on gog.com:

Total Annihilation Commander Pack

Full changelog:
+ Show Spoiler +
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 BT60.
-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 M6 E:128 BT:3840 from M9 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 E60 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 BT600 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 E6 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 E360 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
Total Annihilation Zero
Capped
Profile Blog Joined June 2011
United Kingdom7236 Posts
September 05 2013 16:53 GMT
#2
I must say, thats one hell of an overhaul. Kudos for that at least, i never played TA so i cant really appreciate it, other then the sheer work thats gone into it!
Useless wet fish.
Abstraction
Profile Joined August 2013
United States3 Posts
September 05 2013 19:31 GMT
#3
Very cool, I played quite a bit of TA when I was younger.. was the first game I ever played against someone else over the internet. My favorite unit was always the Brawler.. flying ship with dual machine guns. Thanks for the post, will definitely check it out.
ujonecro
Profile Joined September 2010
United Kingdom846 Posts
September 05 2013 19:43 GMT
#4
I loved this game so much. gonna try this for sure.
TaShadan
Profile Joined February 2010
Germany1969 Posts
Last Edited: 2013-09-06 07:09:41
September 06 2013 07:08 GMT
#5
Gameranger still has a small community playing original TA and several mods like Escalation and TA Zero.
There is also a small mapping community on the forums.
http://www.tauniverse.com/forum/showthread.php?t=43402&page=3
Total Annihilation Zero
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
September 06 2013 14:44 GMT
#6
Are those UTASP units? Also a lot of those features sound like things that were done by the YS back in the day. All good stuff, though.
I will reduce you to a series of numbers.
TaShadan
Profile Joined February 2010
Germany1969 Posts
Last Edited: 2013-09-06 15:21:52
September 06 2013 15:20 GMT
#7
On September 06 2013 23:44 Gowerly wrote:
Are those UTASP units? Also a lot of those features sound like things that were done by the YS back in the day. All good stuff, though.


They are not UTASP units (UTASP) but i cant tell if some of TA Zeros units were inspired by UTASP.
Total Annihilation Zero
GrazerRinge
Profile Blog Joined May 2010
999 Posts
September 06 2013 15:35 GMT
#8
HELL YEAHHHHHHHH!

one of my all time favorite game. I just wish it has a better unit movement and proper interface, but still one of the realistic RTS ever made imo. I am going to play it for sure!
"Successful people don't talk much. They listen and take action."
Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
September 07 2013 08:35 GMT
#9
Fucking loved this game. Arm all the way.
So wait? I'm bad? =(
PineapplePizza
Profile Joined June 2010
United States749 Posts
September 07 2013 11:06 GMT
#10
Did anybody play Spring TA? It was semi-active in 2010'ish or so...pretty strange how this pops up long after it dried up (I wasn't around to witness, but I came to the forums and it was all posts from 2011)
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
wingpawn
Profile Blog Joined June 2013
Poland1342 Posts
September 07 2013 11:21 GMT
#11
You guys should modifity unit and building health to numeric values!

And definitely buff the building health; as far as I remember, they were falling down insanely fast.
TaShadan
Profile Joined February 2010
Germany1969 Posts
Last Edited: 2013-09-07 11:29:43
September 07 2013 11:29 GMT
#12
On September 07 2013 20:06 PineapplePizza wrote:
Did anybody play Spring TA? It was semi-active in 2010'ish or so...pretty strange how this pops up long after it dried up (I wasn't around to witness, but I came to the forums and it was all posts from 2011)


I dont know if Spring TA is still played. The TA community is still around on Gameranger and on this homepage.

TA Universe
Total Annihilation Zero
Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
Last Edited: 2013-09-07 17:10:41
September 07 2013 17:10 GMT
#13
What is the difference between Zero and Planetary Annihilation? Besides Zero having a 3rd Faction.
So wait? I'm bad? =(
PineapplePizza
Profile Joined June 2010
United States749 Posts
September 07 2013 20:05 GMT
#14
They made a mod with a flying metal extractor.

Ok, the same people are definitely here.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
TaShadan
Profile Joined February 2010
Germany1969 Posts
September 07 2013 20:24 GMT
#15
On September 08 2013 02:10 Psyonic_Reaver wrote:
What is the difference between Zero and Planetary Annihilation? Besides Zero having a 3rd Faction.


Its more fast paced and the resource management is different. And a different unit type/weapon type system. Most units are soft counter and its important to use them right, but some units are hard counter.
Total Annihilation Zero
Nyvis
Profile Joined November 2012
France284 Posts
September 07 2013 21:37 GMT
#16
I'll ask one more stupid comparison question. How does it hold compared to the "modern" equivalents like supreme commander (1, especially, since it's the closest to TA)? I played TA a long time ago, but is there more appeal than pure nostalgia?
Eschaton
Profile Joined May 2010
United States1245 Posts
September 07 2013 21:58 GMT
#17
Anyone interested in TA-like games should check out Zero-K. I consider it to be the most balanced, and most fun spiritual successor to TA, and best of all it's completely free. Actually best of all might be the physics engine, but it's hard to describe some of the awesome things you can do with it. There is an active 1v1 community, and also large 8v8 team games that are fun and totally crazy.

My alias is Trystero there if anyone decides to check it out.

http://zero-k.info/
TaShadan
Profile Joined February 2010
Germany1969 Posts
Last Edited: 2013-09-08 07:47:16
September 08 2013 07:44 GMT
#18
On September 08 2013 06:37 Nyvis wrote:
I'll ask one more stupid comparison question. How does it hold compared to the "modern" equivalents like supreme commander (1, especially, since it's the closest to TA)? I played TA a long time ago, but is there more appeal than pure nostalgia?


I never played SupCom in multiplayer so i cant tell much about it. I think TA Zero is more fast paced and more concentrated on micro while SupCom is mainly macro. SupCom seems to be more big scale battles (like it said i never played SupCom in multiplayer). Just try TA Zero and you will see.

On September 08 2013 06:58 Eschaton wrote:
Anyone interested in TA-like games should check out Zero-K. I consider it to be the most balanced, and most fun spiritual successor to TA, and best of all it's completely free. Actually best of all might be the physics engine, but it's hard to describe some of the awesome things you can do with it. There is an active 1v1 community, and also large 8v8 team games that are fun and totally crazy.

My alias is Trystero there if anyone decides to check it out.

http://zero-k.info/


I tried Zero-K and its not bad. I never liked the vast variety of units and starting build orders. Too many different factories available at start which felt very hard to scout and i had the feeling there are a lot of BO wins going on. But thats just my feeling i didnt play too many games.
Total Annihilation Zero
MotherOfRunes
Profile Joined December 2010
Germany2862 Posts
September 08 2013 09:07 GMT
#19
OH......MY...GOD
HOW AWESOME IS THAT?!?! this game back then was THE SHIT ! i was the happiest man alive when i bought it as a 11 year old boy :D
would be happy to try it out
"Your Razor sucks!" -Kuroky's Dad
TaShadan
Profile Joined February 2010
Germany1969 Posts
September 12 2013 07:29 GMT
#20
Iam working on 2 new maps for the mod right now.

4P Ricochet
[image loading]


4P "No name yet, suggestions are welcome"

[image loading]
Total Annihilation Zero
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