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Tech Annihilation
| 2.20.2 | |
| 829 | |
| 40554 (26 today) | |
| 13 | |
First you need to download the Spring engine to play this game.
Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.
File Information
| Title / Version | Tech Annihilation 2.20.2 |
|---|---|
| License | Freeware / Free |
| Filename | tech_annihilation_v2.20.2.sdz |
| Filesize | 51.44 MB |
| Date | 05/10/2011 - 18:53 |
| Changed | 03/12/2013 - 17:54 |
| Publisher / Author | Nixtux (Uploaded by Nixtux) |
| Keywords |
Description
Short Changelog
Fixed Exploding commanders on morph to assult or battle
Add los/radar emit height for all units
New weapon Tll Dark matter cannon added , lock by start commander
Add new Nano boost gadget
Smoothed out many kbot animations
Fixed gladiator broken second weapon
So many new cegs
Added new t3 e stores armses and corses
Add Splash Damage gadget for armclaw and armzeus and upg armzeus
Replace models for eco builders
Updated most collision volumes for 92+
Balance some op t1.5 units
Added nano range widget
Add new gadget to control mines path blocking and stacking
Game end condition changed ,new default is lose commander lose whole team
Nicer deaths animation for t3 aircraft
Remove delay in tllcom dgun script
Add buildcost widget
Improve tllriot weapon effect
Updated crashing aircraft gadget so crashing aircraft have no sensors
Fix armpers script , hide unsued pieces , visual fix
Increase builddistance of combat enginers
Add lups engine trails to a few more aircraft
Add all anti to anti range widget
Make floating dt float
Reduce dps for coodoo
Fix tllhmt class in defensive range widget
Remove comgate, its just ugly
Update rundry gadget no all sea structures could explode if ground restore below them
Remove some unused widgets
Give aexxec correct sounds for weapon type
Removed color,2 in weapon defs and replaced with matching rgbcolor, other wd properties could be also changed if their values are considered deprecated
Remove cormech, armeman, armhh, coremech and armciph
Add corhowie replaces rockblack
Nicer Self-d/Crashing explosion for aircraft
Lower damage cause by selfd-ing vtol units
Add new model for upgzeus and new effect
Add improved model for corbt
Add improved model for corcan
Add fixed armmcv model and matching script
Add flare to all core t1 AA
Add new cegs for t1 rocket units
Purge tllsealock
Add new explosion for corape
Add new explosion for armbrawl
Add modoption to re-enable game end weapons and superships there disabled by default
Banisher get a new weapon explosion
Reduce aoe for tlllongshot 240 and match ceg / aoe reduce to 360 and matched ceg for arm_big_brtha
Plasma cannon sizes and colors computed based on aoe and damage, the bigger aoe the bigger the projectile, and color ~(default damage * 1/projectile size) from near white to deep orange
Add rockettrails to t1 missile trucks
Remove cordrag1, ugly and expensive 50+ piece count
Remove magenosphere , way to ugly
Remove enforce from build menus
Remove armpod ,its way to ugly
Remove war machine,its way to ugly
Remove monkeylord and tllmono fully ,and remove armprate from build list
Fix broken armamaker object
Many more changed ive forgotten
Full list of changes at https://github.com/n3wm1nd/TA/commits/master
Bugs at https://github.com/n3wm1nd/TA/issues
Credits :-Some Models are in this mod are from TA:Escalation i would like to thanks archdragon , boogie ,wootan and the registeredone for letting us use these models
Also Credits to krogoth86 for some other model used in this release
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Comments
I found the answer
Press F11 and deselect the ComCounter widget
Move or Remove the Annoying Box in the middle of the screen
How is the annoying box moved or removed that floats in the middle of the screen with the 2 commanders on it ?
Bug report and Feature
Bug report and Feature Request
If you try to morph your commander while in the middle of a jump, the morph will stop on landing and the stop morph button will be locken on with no way of morphing the commander again.
Feature Request :
Another game ending mode called nuted - the game will end if there are no reproductive units and or an adjustable number of significant offensive units in the game.
the insparation for this is when playing a game againsed the computer for example, often there is one unit hidden somewhere that must be destroyed to end the game.
TLL has a sonar invisible unit that is virtually impossible to detect on a large map for example.
AI ?
"1) Is any T1 constructor
"1) Is any T1 constructor with a cost of 100 to 130 metal supposed to produce the same amount of energy as your T1 simple solar?"
ad 1) it does not produce the same amount of "energy" per "cost", lets take armcv and armsolar as an example,
total cost if armsolar is (145 + 0) = 145, produces 20e, so the "efficiency" is 20/145 = 13,8%
cost of armcv (arm vehicle t1 con) is (128 + 1602 * 0,012) = 147, produces (0,1/0,012+10) = 18,3e, effi is 12,5% therefore lower
you may say that its similar but when you want to really compare powerplants, you need to compare apples with apples, t1 solars are there for initial spam, to get some energy production quickly, require no energy so you can spam quite easily at the beginning, on metal maps, you really dont start with energy/maker spam first you get some metal extractors which have way higher "efficiency" and then you usually want to spam some untis which is kind of hard without energy (een if you have tons of metal). On the other hand on the greenfield-like maps, you want to get the highest effiecency metal->power->metal eco chain there is, and nobody sane would try to achieve that with t1 solars when you could have adv solars/t1,5 with much higher effi.
2) that t4/t3 description may be a bug, we will take a look at it
3) about advanced eco being useless, you forgot to take other variables into account, unit size, concetrated buildpower (nanofarms) and buildtimes. In later games it can be easier to order construction of 3 units instead of 30, also you can concetrate your defenses to protect smaller area,
4) tll being worse if there is no wind or tidal, but you fogot to say that they are better if there is a wind or tidal, thats just plain trade off, and there is more maps with wind/tidal than without
5) drillers have 10m/1000e conversion ratio if there is no better maker available, otherwise they will use the better efficiency, you can spam them freely without worrying about energy leaks
6) t1.5 fusions effi is worse thats true, their advantage is that they cost little energy compared to others (kind of like t1 solar) so you can build them when estalling way faster
7) wind are upsized versions, thats true, they have higher eout/area ratio than t1 which may be an advantage at some point, but we may change it in the future releases (to make it more useful), so point taken
8) we dont plan any increase in progression of economy, it was like that before the eco-overhaul, and it lead to ecowhoring, turtling and supressed combat part of the game
No need to tech up for better energy sources.
I have tested ARM / CORE for maker metal/energy ratio and powergenerator energy/cost ratio.
T1 constructors produce about 0.07 and 0.1 metal per second (rounded to 0.X).
* If you have makers which make 12m per 1000e, this 0.1 tank-con metal is equal to 8e - +10 metal energy production makes +18 total energy income.
* Is any T1 constructor with a cost of 100 to 130 metal supposed to produce the same amount of energy as your T1 simple solar?
* It also provides 90 build power - a nano has 250 (3 cons)
* Better spam T1 cons instead of solars - you get even more HP/cost! - or are only makers too bad?
The makers make +12, +14, +16 and +18 metal for each 1000 energy - there exist T1, T1.5, T2 and T4 makers ("T3" in T4's description is wrong, because you need a T4 con)
Floating makers make +1 more than land makers, TLL makers make 20% less than ARM/CORE while they are producing 10% more energy/cost with basic economy.
TLL's T3 fusion has included a maker with 17m/1000e - but no floating maker.
The big investment for T4 is not worth it - the economy only explodes bigger, what is useless for you - unless you want to (and could) start a suicide-run into the enemy base with your fusions :P
The only advantage are T4 makers - but between T3 and T4 is only a small gap.
TLL wind/solar is worse per cost than arm/core if there is no wind.
TLL tidal/solar - worse if per cost if there is no tidal power.
T1.5 energy drillers have a 10m/1000e maker - why are they not at least as good as T1? Should they be T0.5?
T1.5 fusion plants are worse than T1.5energy-drillers - both in weight(investment) and ressource-efficiency.
T1.5 wind is only an upsized version of T1 wind.
If the economy should be usefull, everything has to get better by 20% per 0.5 tech level.
* makers : X energy units per 1000 metal units per second:
T1, T1.5, T2, T3, T4 : 12e/1000m, 14e/1000m, 17e/1000m, n/a, 23e/1000m (not 16 and 18)
* energy sources : energy per second for each metal you spent on that building:
T1sol, T1.5driller, T1.5fus, T2fus, T2advfus, T4fus : 1e/7m, 1e/6m, 1e/5m, 1e/4m, 1e/3m, 1e/2m
This mod need more consistency between tech level eco grow.
Exciting Game
wonderful!
more model and more perfect!
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