Total Annihilation, known internally as Really Cool Wargame during production, is a futuristic real-time strategy (RTS) videogame, created in 1997 by Chris Taylor and Cavedog Entertainment. It was the first RTS to feature 3D units and terrain, a significant achievement in the days before graphics cards with hardware 3D acceleration became commonplace. Total Annihilation was unparalleled for its time, and even today it is widely considered one of the finest games in the RTS genre.
Much of Total Annihilation's strategic uniqueness comes from the immense speed and power of the units. Unlike many other games such as StarCraft and Command & Conquer where powerful weapons are slow moving and fast weapons are limited in power in effect to create a balance, Total Annihilation's balance relies on the fact that bases can be rebuilt quickly. This is to compensate for the devastating power that the heavily armed and highly maneuverable strike aircraft and extremely long-ranged artillery can apply towards structures. Nuclear weapons are also very affordable, powerful and quick to construct with multiple weapons being able to be stockpiled for devastating strikes, a dynamic rarely seen in most other games where only one missile may be built at once, limiting their impact. This leads to bases in Total Annihilation having a distinctive, mildly un-aesthetic spread-out pattern to limit the damage of a nuclear attack, an air-strike or an artillery barrage.
The other major strategic difference has to do with the way resources are implemented (see Resources). In most other RTS games, resources are available in finite quantities, so every construction choice must at some level be weighed against the fact that once expended, those resources will never be available to be used for anything else, and thus there will eventually come a time when no more units may be built. This makes attrition an entirely viable strategy, as killing enough enemy units will always - eventually - lead to victory. With Total Annihilation, this is never true, because resource quantities are unlimited. The only limiting factor on unit production is how fast the player can produce units, not how many may be produced. This resource model makes massive offensive strikes a necessity for successful play, as a purely defensive strategy will never curtail the enemy's capacity to produce more units. Late in a StarCraft game, for example, it is possible to damage an enemy's base in such a way that he will be unable to afford to rebuild, but in Total Annhilation, such attacks must be immediately capitalized upon, or any advantage is lost.
However, there are still places where TA players can meet, at WarZone, a server set up by the Axis & Allies community, the Phoenix Worx Server, at Gamespy, and on Internet Relay Chat at [irc://irc.gnug.org/ irc.gnug.org on channels #tauniverse and #gnug. There are still active clans and ladders for TA at these sources. TheTAUniverse IRC Help Page is available for help with joining IRC.
TA has a nice distinction of being able IP into games straight from your computer to a friends' or another players', but setting TA up for this can be a daunting task, made much easier by TCBW's TA Page which has a wealth of configuration information for TA.
After The Core Contingency, Cavedog released several units online free for download that further diversified the Arm and Core - the Flea scout KBot, the Necro KBot capable of resurrecting dead units, the FARK "Fast Assist and Repair KBot", the Immolator plasma tower, and the Hedgehog and Scarab mobile anti-nuke vehicles. These units, like any other units placed in the Total Annihilation game folders, will only be available in a multiplayer game if all the players possess the relevant file.
Utilities were also produced by the fan community with some support by the game's authors for creating freely-downloadable third-party units. Over six thousand such units have been produced, in some cases being packaged as total conversions for complete replacement of the original units. Fans have even created their own races to join the game's two original races.
Total Annihilation has two resources for the player to consider:
Neither resource can be exhausted or even lessened by their exploitation meaning that battles do not slow down over time. Resources are a buffered flow: if the player collects resources at a faster rate than he uses them, his buffer fills up until it is at the maximum level - at which point further supply is wasted. Storage structures can be built to increase the maximum amount the "buffer" can hold of either resource. If the player's production is exceeded by his usage (mainly due to construction and/or heavy weapons fire), his construction is slowed to the ratio between income and expenditure. The "commander" unit spontaneously produces a small amount of energy and metal so a player is rarely ever completely bereft, and wreckage can be salvaged for a little extra in a pinch.
Certain worlds of the Core, including the homeworld of the Consciousness Repository, are an exception to the scarce metal factor. The Core has covered the entire surface of these planets with a metal shell. Thus, metal-extracting structures can be constructed anywhere and will always yield the highest amount of metal possible, provided that they are supplied energy to function.
Such a resource system allows for many strategies in production. The player can choose to only build items at a rate that matches production, so storage reserves are not touched. The player can also store enough resources prior to the construction of a unit so that he will still have a surplus after the unit is finished building. In either case, many construction units can help assist in building a unit or structure to complete it in the shortest time possible.
Total Annihilation also provides certain features, such as rocks and trees, that may be reclaimed for metal and energy. Reclaiming a feature removes it from the map, but metal patches are not reclaimable so the metal provided by these is never depleted. The energy provided by energy producing units never runs out either - solar, wind, tidal, and nuclear energy production, as well as the small amount of energy produced by virtually all units automatically, never runs out. Only the reclaimable resources such as trees may be depleted.
Wreckage may also be reclaimed on the battlefield, but wreckage also blocks low-trajectory shots (lasers, rockets and direct-fire artillery shells, as opposed to high-arc artillery and missiles) and hampers unit movement, so important considerations must be made in so far as deciding to reclaim wreckage for valuable resources, or to leave it in order to block unit movement. It also needs to be considered that sufficient firepower will reduce wreckage to rubble (which contains much less metal), and eventually destroy it.
Such resource construction allowed in the game virtually unprecedented tactical and strategic versatility, truly matched by the sheer number of units each player was able to produce. The player could mass-produce as many cheap units as he wanted, or save up resources to manufacture an impressive battery of intimidating superweaponry. One interesting factor, introduced within the expansion packs was the Krogoth - a massive, mobile weapons platform and the ultimate unit available to the Core. The Krogoth only became available after significant development. It required its own separate structure to manufacture it, the "Krogoth Gantry". It required the most resources and build time of any buildable creation in the game, thus counterbalancing its frankly staggering strength with it's primary, nearly totally debilitating weakness - to build a single Krogoth invariably exhausted all available resources and prevented the construction of nearly any other large scale military presence. It took such a long time to produce, that once discovered by enemy players, it often became a race for them to destroy it before completion, and a race for the building player to defend it on a negligible budget. Once constructed, however, a single Krogoth could easily destroy an entire, well-defended base unaided, being armed with three or four distinct and immensely powerful weapons: two heavy bolters for destroying weak to medium strength units in one hit, a single D-Gun for annihilating any ground unit in a single hit, and two portable ballistic missile launchers mounted on it's back for destroying air units and taking out distant enemies. In multiplayer co-operative games, a single 'side' would often consist of two or more players who would do the majority of the fighting, but would also gather resources on a massive scale (farming them) with immense numbers of resource structures, and a single player whose job would be to manufacture a Krogoth at speed while the other two players financed, loading him down with all the material they could not possibly expend.
Total Annihilation was unique amongst most strategy games in that data files containing game information can be simply placed within the game directory and their contents would be incorporated into the game. Units, weapons, AI tweaks, missions, races, and new map tilesets can be added, as well as a wide range of modifications and total conversions. This led to huge community support with thousands of third-party add-ons and utilities created by many hundreds of loyal players. This is on top of the many additional official enhancements released by Cavedog for free (including its own add-on units as well as a patch), and bundled with expansion packs. It was this capability of expansion and constant renewal that doubtless gave Total Annihilation its cult status. A major example of this was the Uberhack modification, which modified all of the existing units and added several additional ones, in the attempt to balance the game and create unique roles for each of the wide variety of units.
Also noted is that even though the official unit limit is 250, the pathfinding AI of all units break down noticeably upon approaching this number. While third-party AI have largely solved this problem, it lingers due to an engine deficiency.
Total Annihilation | Windows games | Mac OS games | Real-time strategy computer games | Science fiction computer and video games | 1997 computer and video games
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