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Dao2-SKP | 1:13 AM on 07.01.2008 16 comments


Well I am somewhat disheartened now since it seems absolutely no one read my last blog :( Ah well I shall preserve and try again! But I guess it's back to recycling since no-one liked the new way of things :( Ah well... here's the promised look-back....





Yup thats right! Total Annihilation! A great RTS (real time strategy incase you didn't know....) from Cavedog!


Well where to start, the story I guess.... The story is *alright* but it's really just window dressing for the game. Basically the Arm make clones of themselves to fight and the Core implant their brains or something... and to continue the war they are in dire need of resources and stuff so you fight over planets for well resources ;p

*phew* Well now that that's out of the way we can move onto the real stuff. The game was released by Cavedog in 1997, Chris Tylor was the name of the man in charge of it all. If it sounds familiar too you thats because he's also the man behind Supreme Commander. Yeah Supreme Commander is really Total Annihilation II. Why didn't they call it that? Well they couldn't :| The rights too Total A belong to a different company which Chris left because they were going nowhere so they were forced to change the name. Sadly Cavedog has closed its doors like so many other small game companies that just couldn't make it...

The actual game was extremely fun and had very good graphics for its time (it was full 3d OMG! ;p)



So that may not look exactly beautiful too you but it was damn good then, and it still looks pretty nice when you play it now. The graphics, the nice effects (woo loads of explosions) and the projected physics for every single shot fired made it a laggy game for when it first came out. I'm sure everyone who has played Supreme Commander has noticed this but when a unit fires it's not just an animation, the missile, bullet or whatever it is will hit anything that's in its path (be it rock, friendly unit, or a different enemy unit). Now this takes a lot of processing power (even today! Which is one of the reasons SupCom starts running poorly when there's huge amounts of units in battle. To offset this a unit cap of 500 was placed, now this isn't your normal unit cap that you see in RTS. Each unit only counts as 1, not 12 if its better or something you could have 500 units (buildings counted as a unit as well.) So it made some pretty large scale battles especially compared to everything else at the time. Nowadays though most people play with a cracked .exe so they can have up too 5,000 units at once (PCs being far better then they were in 1997!)

One of the things that you see in old school RTS is that they actually require strategy and tactics... Ever since release of Starcraft RTS have become more and more of building the same 1 or 2 units as quickly as possible and involve little to no actual strategy.... But thankfully Total A has it in spades!

There were 4 general types of units. First were the kbots, basically mechs/robots and they were fairly fast (depending on unit of course) had decent damage, were extremely maneuverable (could turn on a dime and all that), weren't slowed down by most terrains, and were generally restricted to land (again a few special units could go in the water). Tanks were generally slower and had trouble with terrain such as mounts,but they had much more HP and did more damage kbots, also restricted to land (cept for a special few) Then there was Air units (planes and a few hover units/choppers), they were generally extremely fast, extremely weak, were not restricted by any terrain (cept for landing), and had varying degrees of of firepower. The last type would be naval units (so ships!). Ships were extremely tough, had a decent turn of speed, horrible maneuverability, and extremely large firepower (and were of course restricted to water...)

So unlike more recent games that have come in the post Starcraft-Era building a bunch of battleships or a load of bombers did you no good! You would get slaughtered as a matter of fact. Most people either picked a certain type too build (such mostly air, mostly kbots and tanks, or mostly ships) but doing a little bit of everything was also fairly common (or focusing on just 2 out of the 4). Like I said you couldn't JUST have battleships because while they do have massive long ranged cannons and loads of HP they would be murdered by subs and aircraft. You also need some anti-aircraft ships (or planes, planes were the beast AA ;p) and some subs of your own and some subkiller ships. If you went all bombers you would get massacred by anyone with any AA planes due to their extreme weakness and slow (relative to planes at least) speed. You needed some other AA planes too (and probably some hovers since bombers could only hit so many things at a time ;p) and a lot of the time you needed to create a diversion for them as well.

But the real stuff didn't start before the expansion came. Sure the game was tactical and all but both sides had units that were pretty much their version of the same unit. But when the Core Contingency came out it radically changed the game. It came with a huge number of new units and each was unique for their own side (or the ones that were similiar had different ranges, power, and hp but there were few of those anyway). Core Contingency is a MUST if you are going to play the game now since it brought the game to new heights of strategy and tactics. Heres probably the best example I can give you. The Core got a huge experimental unit called the krogoth. It took massive amounts of resources and time to build but was loaded with weapons and huge amounts of HP (not to mention it regenerated its own HP overtime as well).
The arm though had nothing of the sort, instead they got a specialized "sniper" (it's range wasn't that long so its not really a sniper) that could cloak, moved at a decent speed, had an extremely high powered laser cannon, but had an extremely low amount of hp. If you could manage to distract it by feeding it tons of low level units to stop its progress and get some of those krogoth killers close too it (since its long range missiles were deadly) you had a chance at taking it down!

The Krogoth


Itty Bitty Krogoth Knightmare


There was another expansion that came out before CC which was called Battle Tactics (I think) but it wasn't very good all it included was a bunch of new multiplayer maps (not that it mattered with the map editor anyway! but you get it in the commander pack so ;p)

Now onto the resources!



At the top of this horrible res picture you can see the resource bars labelled "Energy" and "Metal" and I'm sure you've figured that those are the 2 resources. Well your right! You that little silvery patch on the ground there close to the middile of the screen (a bit up and too the right?) well thats metal. You put a metal extracter on there and it got metal for you! You could also convert Energy into Metal but it took a horrendous amount of energy to do so (not good for the beginning of the game, but great later on in low-metal maps). Energy was gathered through a variety of power-plant like structures. The earliest two would be the solar power collectors and a windmil sort of thing. The solar power provided a constant rate of energy (unless they went into "defensive" mode and closed their shutters) but the windmill would produce energy at varying rates based on which way the wind was blowing (and if you put it ontop of a hill or mountain it produced more OMG!!) You also get a geothermal plant which you place ontop of thermal vents, but ultimately you want fusion power plants (cloaked or not).

But resources were handled differently in Total A then in most other RTS. Storing energy and metal had little to know point (though storing metal is useful very early on) because of the huge amounts of consumption rates. Instead you wanted to produce more energy and metal then you were using (or you could wait a really long time to build stuff ;p) since it just kept a constant rate (you see that + there, thats the rate, per second I think? and the - is how much you are using). Well I don't know how to finish this part so I'm just gonna move on....

I'm gonna go over building very quickly too ;p You start with your commander to build things and he can build a limited selection of Tier 1 buildings. (Oh btw your commander is very weak compared to later units, but has an extremely powerul gun, and also when he dies he acts as a nuke so don't let him blow up in your base ;p he can cloak thankfully though ;p) Each type had 2 building units (a construction plane, vehicle, kbot, and naval unit) a regular and advanced one (CC added in hover crafts as well, so there was a construction hovercraft as well as a seaplance hovercraft). You could build as many as you wanted (unit cap restrictions apply of course) and they were used to build higher tiers of technology. Thankfully you could use constructions units to help speed up the building process of other structures AND units so the higher tier stuff didn't take forever to build. I already went over resources so thats that....

Another really cool thing that Total A did (and hasn't since been copied sadly :( it was such a cool feature...) Well basically the lifeblood of any RTS is its multiplayer, and the multiplayer in an RTS is extremely fun but Cavedog turned to Boneyards to run their multiplayer Total A experience. And it was a very good choice, Boneyards outdid themselves. How you say? With a little something called starmaps. Basically they hosted a giant map of the galaxy and each side would ultimately try to take over the entire map by winning battles and such at the planets points and all that) Starmaps took about 1-2 months or so to completely take over (and they were very hotly contested) and when they were done of coruse restarted. This brought reall cool new level of being able to fight for your side to RTS that really wasn't there before (and isn't again now too :/). Sadly since Cavedog has closed down Boneyards no longer supports their online (I'm not even sure if they are still running either :|) and the only way to play now is through stuff like hamachi and gamespy arcade..... *sniff*

One final thing I'll go over that TA brought into the RTS genre was NUKES! Everyone loves nukes :D And I'm not talking about little nukes that you see in stuff like Starcraft, these were pretty fairsized and destroyed everything in their blast radius. Of course nukes took a long time to build, but you could build as many as you want so just leaving nukes by themselves would be extremely unbalanced. So there was of course anti-nukes which pretty much neutralized them unless you could somehow saturate their anti-nuke defences. But they were still very useful for taking out an oncoming assault wave or a last ditch effort to save you base (firing on urself :o)

Well that's all I have to say about Total Annihilation I guess... It was just a great game with a lot of cool features and was extremely well balanced so was tons of fun to play, especially online! So now I'm going to go over Total Annihilation: Spring!

TA: Spring is a community created "mod" for Total A. Actually it has its own engine so I don't know if you could call it a mod or not. But basically it let you play Total A in stunning full 3d and even added a feature where you could take contol of a unit of yours and shoot it out FPS style (lots of fun, but don't forget to manage the rest of your troops cause 1 guy isn't everything). Heres a couple screenshots, a trailer movie, and another regular movie to show it off (the trailer is on youtube, sorry couldn't find the dl link anymore, the other vid is here but there is no sound sorry)









Youtube Trailer for TA Spring.



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15 comments | showing # 1 to 15
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Skribble's Avatar - Comment posted on 07/01/2008 01:55
Skribble
1 paragraph requires at least 1 corresponding image for somebody not to be bored.

learn this or you blog will be filled with tl;dr's
Mentok the Mindtaker's Avatar - Comment posted on 07/01/2008 01:58
Mentok the Mindtaker
The post above is not true.
kaciesaurus's Avatar - Comment posted on 07/01/2008 02:12
kaciesaurus
tl;dr
Dao2-SKP's Avatar - Comment posted on 07/01/2008 02:31
Dao2-SKP
:(

K I will try next time ;p
MrSadistic's Avatar - Comment posted on 07/01/2008 03:48
MrSadistic
ts;dr
Skribble's Avatar - Comment posted on 07/01/2008 04:03
Skribble
I didn't mean any offense by my comment, honestly, I'm sure the blog above is choc full of great info and fun details, but it's just way too much to process as is, especially if you are like me and read blogs between doing work.

It's just what I've noticed from being a member of this community. Do try again though, because you obviously have the patience and tact to write something as in depth as you have. Just try a different approach next time ;)
glipe's Avatar - Comment posted on 07/01/2008 05:06
glipe
Detailed! TA was a great game, really good fun. I think it's been surpassed now by the likes of Dawn of War, Supreme Commander, etc but it's still good to look back.

Skribble is right about the pics though. Most people don't have the staying power for this.
Big Z's Avatar - Comment posted on 07/01/2008 08:35
Big Z
I've never played the original TA, but I have played Spring. They're pretty cool and offer a lot of strategy, far more so than any Command and Conquer I've ever played, but at the cost of leaving those of us less RTS savvy in the dust. When I lose sight of my objective I tend to flounder and eventually just get blown to pieces by my opponents, and with a game as large scale and grand as Spring the chance to get sidetracked and sit on my hands is enormous.
B-Radicate's Avatar - Comment posted on 07/01/2008 10:03
B-Radicate
I'm with skribble on this one. I commend your effort but everything you say falls on deaf ears (for me) because, as a rule, I scroll through every blog I read to see how much approximate time it will take me to read and comment on it. Because this one is so long I simply don't have the time.

Maybe break it up into shorter segments outlining why you love Annihilation? I dunno. Good effort, but just don't expect a huge response from people if it takes a real long time to process everything you say. Not all of us have the time to read such in-depth blogs.

No offense meant, whatsoever. I commend your work.
king3vbo's Avatar - Comment posted on 07/01/2008 10:26
king3vbo
TA, at its time, was an epic game. It's still fun. But it just doesnt hold up to more modern RTS
blehman's Avatar - Comment posted on 07/01/2008 11:00
blehman
Don't take lack of comments as lack of reading. Also, I agree with B-rad. Sometimes I actually do have to work and regretably can't read through long, well thought out blogs. But keep it up. =)
Demtor's Avatar - Comment posted on 07/01/2008 11:20
Demtor
I still have yet to play that series for any real amount of time. I fired up SC:TA to play through the tutorial once just to get a feel of what kind of RTS it was. I could tell right away that there was definitely a lot of depth to the game. I decided I didn't have the time and energy to commit to learning a new RTS game. It did seem promising with some original ideas and slick graphics and hope to get back to it eventually.

Those last screen shots look like loads of fun though. Almost reminds me of air strikes in World in Conflict... almost. The graphical power in WiC is hard to match in the RTS genre.

About the post as others have commented, I think in general its hard to talk about RTS games in blog form because there is so much to cover and screenshots don't really do RTS games justice. They can be so complex that its almost impossible explaining everything going on in a single screenshot without falling in to the "wall of text" trap.

I enjoyed it though. Its always interesting for me to read what other RTS gamers find great in their RTS games as there are so many out there with so many different styles of complexity.
Dao2-SKP's Avatar - Comment posted on 07/01/2008 11:32
Dao2-SKP
->Skribble oh I no of course skribble ;p still makes me a sad panda!

->Glipe dawn of war not really, supcom a bit yeah ;p still supcom is missing the strategy from the days of yore...

->Big Z yeah there's a lotta depth to get drowned in >< But I like stuff like that ;p makes it more massive and epic!

->B-Radicate well my last blog was done much shorter and had many different segments, wanted to see how it went but not a single comment was left so I'm assuming that no one read it ;p which is why I back to the look-backs ;p

I dunno about the shortness I don't feel like I could explain it in a shorter way... but I'll definately add more pictures to keep more interesting from now on!

-> king3vbo still a lot o fun to play with friends for me, + there's the vulcan!!!

-> blehman thanks >< It's really hard to assume otherwise though :P

-> Demtor you're right they don't do them justice ;p sadly as time has gone on (*cough* I mean post-SC *cough*) strategy games have required more and more massive of just a single unit and rushing and less and less of being able to use actual strategy and tactics effectively. WIC does have some strategy involved but I hate it :| I think it's a step down and I hope it's quick and dirty style is never emulated by another RTS ;p

Thanks so much for reading and commenting everyone!

On a side note: How do I make "large thumbnail" pictures (that take the size of what destructoid is) and have them link to bigger pictures? Cause it seems to swallow up my pics without resizing them :( and you need big ones for true justice ;p
Conrad Zimmerman's Avatar - Comment posted on 07/01/2008 16:07
Conrad Zimmerman
Keep images no larger than 550px wide and they'll fit in frame of the blog post. Also, try to keep them around 400px tall so that they don't completely dominate the screen.

If you use the Destructoid image uploader (to the right of the box where you enter the body of your post), it will automatically resize images to an appropriate width for blog posts as well as place a gallery at the bottom with thumbnails pointing to your full resolution files.

Alternately, you could host two versions of an image on an external server, one at 550 wide for the blogs and a full size. Then use a "url" tag around your thumbnail's "img" tags that links back to the full version.
Dao2-SKP's Avatar - Comment posted on 07/02/2008 01:36
Dao2-SKP
-> Hmm thanks zimmerman!!
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