Quick
Explanation
TA:Mod - Battle For Paradise, is a
Total Conversion (TC) for Total Annihilation. It replaces Arm and Core
with new factions, and in future is supposed to have two more factions
to play with. This first release has units for Moon Industries and
Technowizards, which are the first factions to be included. This release
doesn't have all of their units, but around 70%. There is a story too,
which of almost everything I have thought of myself. In other words this
TC is unique in the way it doesn't copy any existing design, but is
science fiction of its own kind. TA:Mod plays slower than normal TA,
making units more controllable, and high unit costs give the units more
strategical value.
The Story (Shortly) So Far
Year is 22XX. Earth discovers a new
colonizable planet, and names it Eden. Travelling to Eden is possible,
but requires a lot of resources. The first faction to set sail on the
new planet is Moon Industries (MI). Their aim: to collect natural
resources, and build factories on the planet. Right after MI, Earth's
leading scientific personnel form a group to investigate the new planet.
A number of years pass and MI has established a lot of activity on Eden,
while the scientific group struggles to keep their share of land in
their hands. MI makes its first aggressive move by taking a piece of
scientifically important land and clearing it for industrial activity.
Scientists threaten to sue MI for trespassing their lands without a
permit. MI thinks big of itself and sabotages the scientists' activity
even further. Scientists make their move. They resign from Earth's
authority and take action against MI. Thus, the group of Technowizards
(TW) is born. TW uses its scientific abilities and counterattacks
against MI's industrial machinery. MI has moved most of its activity to
the new planet, so they follow TW. They are no longer part of Earth, but
an empire of their own. MI with the power of industrial machinery
continues to battle against TW's scientific power.
The Story (Shortly) To Come
After TW and MI have battled for too
long, Earth decides to send a military group, PeaceKeeping Forces (PKF)
to the planet to set peace. MI's and TW's forces have been
underestimated and PKF can barely hold its own grounds. The battle
continues for years, while a lot of the planet gets wasted and personnel
replaced by war machinery. Earth's citizens watch, and decide to react.
Another group of scientists expertizing in biology and psychology
establish a research base away from the battle zone. They gain the power
of alien artifacts and run on the purpose to keep the planet's nature
safe. Therefore, they are named the Nature Tech (NT). Their weak
resources but advanced technology are supposed to be the key to stop the
war, but everything gets out of control as PKF accidentally attacks NT's
group mistaking it as TW's convoy. There is no trust between any of the
factions. Earth is powerless against the mighty arsenals of Eden's
habitants. They can only watch, and hope the war comes to a peaceful
end.
What is included in the TC so far
-2 factions to play with, Moon
Industries and Technowizards
-68 new units, with only custom weapons.
-3 new maps
-Custom AI profiles for the new maps
-New frontend background for the main menu
What is planned for the next release
-Rest of MI's and TW's units. (MI gets
shipyard, ships, scrap factory and scrap units. TW gets drone plant,
drones and more alien tech units.)
-More menu backgrounds
-More new maps
Work on PKF will start after MI and TW
have been finished. NT comes after or simultaneously with PKF, depending
on the time required for developement.
Downloads
TA:MOD main installation file: DOWNLOAD
HERE (1.16 MB)
TA:MOD requires features
from TA:CC. If you don't have TA:CC, you must download a special TA:CC
feature pack below:
TA:MOD - TA:CC feature
pack for people without TA:CC: DOWNLOAD
HERE (1.20 MB)
TA:MOD
- MAP 1 - Position Battle (lusch tileset, for 4+ players) (3.70
MB)
TA:MOD - MAP 2 - Zeta Region (green
tileset, for 2-5 players) (1.99 MB)
TA:MOD - MAP 3 - Scattered Fortune
(green hilly tileset, for small team games) (3.62 MB)
Installation
Instructions
1. Make a new TA
installation. (If you have TA:CC, install it as well)
2. Patch it to version 3.1
3. Install TA:Mod to the same folder where Totala.exe is located. The
install program should create some .ufo files and some subfolders with
files required by TA:Mod to the specified location. Make sure you set
the right directory.
4. If you don't have TA:CC, install the TA:Mod TA:CC feature pack
5. Install any TA:Mod maps you want to use. Normal TA maps should work
as well, but the AI isn't customized for them, so it may act weirdly.
6. To uninstall TA:Mod,
run the uninstall.exe that should've been created by the install
program. If you don't have it, or it doesn't work, feel free to contact
us for help with uninstalling manually.
Playing tips
- The more resources you
start with, the less easier it is for the AI to have problems starting
up its base. 5000 metal and energy is a quite optimal setting.
- Learn the values of units. Radars may not do much, but they're
expensive, especially for Moon Industries. Destroying TW's energy
producing facilities is also an important part of a succesful MI
assault.
- Play the game like you play TA normally. Expand as fast as possible
and produce a lot of metal and energy. Just watch the building costs,
they're quite a bit higher compared to normal TA units.
For any questiond or
feedback, use the forums or send email to Hitman
Neverlose (vivuori@uusikaupunki.fi) |