Total Annihilation Frequently Asked Questions (FAQ) Updated Jan. 12, 1998 GENERAL QUESTIONS AND FEATURES Total Annihilation is a strategy war-game developed and published by Cavedog Entertainment. To find out the details about Total Annihilation (abbreviated TA), read this FAQ and check out the rest of the TA webpage. When was the game released? Can I get a demo? The game was released on Sept. 19, 1997,and should be available at a retail outlet near you. You may download the demo from many sites. Where can I get the game? The game is available at many software retail stores and may also be purchased through the Order section. Can you email me news about updates? You may subscribe to DogDrop for news about Cavedog Entertainment, or check Dispatch for constantly updated news and information. Are the units true 3D, or are they just hundreds of bitmaps? All the units in the game are true 3D. Each one is rendered in run-time and can exist in virtually an unlimited number of angles and positions. In addition to that, most units have articulating parts, such as turrets, doors and wings that all move in true 3D. If we had to make bitmaps of all the possible angles and permutations of each unit the only computer with enough RAM to run the game would be at the CIA. (Of course with the price the government pays for most things we could have made more money selling them that one copy). What makes TA different from the other real-time strategy games? There are a bunch of innovations and new features that we have put into TA, but the biggest difference is that we have true 3D models for both the units and the terrain. So, when a tank goes up a hill, it really tilts, and you see it from different angles. When a unit fires a heavy gun, the whole vehicle will rock. Turrets can move separately from the rest of the vehicle, hatches can open and units will unfold and change before your eyes. Do the tanks really shake when they are hit? Yep. In addition, the whole tank recoils when it fires a shell. What else is different? This is not just one game. It is a game system that will be growing and evolving for a long time. We will be building new units, and people can download them from our web site. We hope to have a new unit every week that you can put into the game and try out. Is your web page the only place to get these new units? Units will be available from the Web site and in add-on packs that you can buy online and at local retailers. I have a suggestion for a new unit/scenario/map, where do I go? Please post your comments and suggestions to the appropriate area, where you can receive feedback from other fans. The developers of TA also check the Comments board and the new-unit suggestions periodically and may take their inspiration for new features from fans. Are the sounds in the unit viewer and the animated screen shots final? No, some of the sounds you hear in the unit viewer and animated screens were temporary. In addition to the sounds, some of the graphics were also not finalized. Someone noticed that there is no shadow of the tank being carried by the air transport. This is true and is not an oversight, just a feature not in the unit viewer. Same goes for the "yellow balls" that the tanks shoot. Does the unit viewer show all the units? What about the new units? The unit viewer shows a sample of the 150 units in the retail release of the game. It does not show all 150 units. It also does not show the new units, released via download from this Web site. Is there any cool music? There is an extremely powerful score composed just for TA and recorded with a full orchestra. We are very impressed with it. As well as having a very rich sound, the score adapts itself to interact with the pace of the game. THE PEOPLE Who are you? Chris Taylor is the designer and project lead of TA, and Ron Gilbert is the Producer as well as the founder of Cavedog Entertainment. How long have you been working on the game? We began in January 1996.. Have you guys done anything else? But of course! Chris is best known for his baseball games, "Hardball II" and "Triple Play Baseball," not to forget "4D Boxing." Ron designed "Maniac Mansion" and "Monkey Island 1 & 2" and numerous other games while at LucasArts. Why build TA? We really liked playing real-time strategy games and wanted to take the experience to the next level. SYSTEM REQUIREMENTS What are the minimum requirements to run TA? You can check out the system requirements. In a nutshell, Total Annihilation requires a Pentium 100 running Windows95 with 16 Mb of RAM. You can probably get away with playing the missions on a P75, but huge multiplayer games will bog your machine. We do have a feature where you can tell a multiplayer game to limit the number of units that can be built, which should make it playable on some slower machines. This feature also adds a very interesting strategy to the game. Try playing with a limit of 20 units/side! The game becomes much more strategic and you really have to think!!! We would not suggest playing with less than a P90. Also included with the game are some very large multiplayer maps that require 32 Mb of RAM. You will also need: a Double Speed CD-ROM, Windows 95, DirectX compatible machine with the drivers (included on our disk) installed, SVGA Video card, Mouse and Sound card. You can play without a sound card, via a download of a patch and some tweaking. Are you going to be supporting 3D cards? Not right away. If a game has huge polygons filling most of the screen, then these cards can make the game run faster. With a few (and very expensive) exceptions, 3D cards do not do all of the 3D-related work that needs to be done, especially the geometry. Most of the processor time in Total Annihilation is spent calculating the 3D geometry and doing the unit AI. A 3D card won’t help buy more than meager increase in speed and some of the cheaper cards will actually slow the game down. Since it’s too early to make a game that runs only on 3D cards, we had to optimize the 3D routines to run as fast as they could. Our 3D programmers are the best around, and the code flies! Cavedog Entertainment is committed to ongoing support for Total Annihilation and in addition to new units, maps and missions, we will be posting new executables that may include 3D hardware support. Does TA support online gaming services? Yes. For information about TA and online gaming, click here. If I have a slower Pentium, but extra RAM, can I still play? Extra RAM is always a welcome addition, but if you want a great game experience you should play on a P100 or better. Will TA run on NT 4.0 and up? We are not currently supporting NT but don’t expect it to stay this way. Will TA take advantage of MMX? No, but it will likely be a feature in future updates. Will TA run on 686 computers? Yes. THE TWO SIDES AND BALANCING THEM Where did you guys come up with the names Arm and Core? The name for the Arm comes from the fact that they occupied an "arm" of the galaxy that was far away from the Core home world. Are there night scenarios? No. Are there any underground areas? No. But a tunnel mission was planned for one of the expansions. We will have to see what happens. Do the Arm and the Core really have more that 50 units each? Yes. In fact, both sides each have more than 75 units! Do the Arm and Core have the same types of units, like Warcraft? Each unit has its own 3D model and performance characteristics. How did you keep 150 units balanced? We developed a special system for balancing our units and so far have found this to be very successful. Are the Core and the Arm equal, or does one have a huge advantage over the other? We have balanced the two sides while still providing a variety of units. GAME UNITS Will you be able to download new units that can be used in the game, or are the units that will be available for download on the Web site just for the unit viewer? You will be able to download new units from the Total Annihilation Web site that can actually be used in multiplayer games (what a concept!) and single-player Skirmish mode. However, the new units cannot be used with the unit viewer or with the single-player missions. The first of the new units was released on Nov. 14, 1997. What types of units will be available? Well, first of all there are buildings that allow you to build mobile units. Second, there are "construction vehicles" for land, sea and air that allow you to build fortifications and other larger buildings. Last, we have military units for the land, sea and air. Are units upgradeable, like in Warcraft? When a unit has five or more kills, it becomes a veteran, improving the unit's performance. For example, veteran tanks can fire on moving targets more accurately. Do any of the units have hiding abilities? Yes. Deception is so much a part of warfare that we have three ways of hiding your units. First, units can hide underwater, where only enemy sonar can find them. Second, units can be "stealthy" so they don’t show up on radar displays. Last, units can be "cloaked," which makes them virtually invisible to the enemy. Of course, small units can get behind a tree and simply be overlooked. Can air units fight air units? Not only can our air units fight ground, sea and other air units, but there are ground and sea units specifically designed to shoot down aircraft. Our aircraft are equally specialized -- fighters are good at shooting down bombers and enemy fighters, while gunships are poor air-to-air fighters but excellent against ground targets. Are the number of land, sea and air units balanced? Not counting buildings and fortifications, TA features about 55% ground units and 45% sea and air units. But what they lack in numbers, they make up for in strategic importance. Do the shells in the preview screens, the little yellow dots, look like that in the real game? No, that is temporary art. What is the most powerful ground unit? That would have to be the Commander. The Commander can destroy anything in the game with its D-Gun. When you build multiple factories, does that allow you to build multiple units, or does it just make production faster? Multiple factories all work independently. You can be building a Bulldog tank in one factory while another is churning out Stumpies. What are those little people-looking thingys I see in the screen shots? Kbots -- Kinetic Bio Organic Technology units. Are there infantry units? No. All of the Kbots in the initial release are nanotech-constructed robots. MAPS AND EDITORS Is there a unit editor? No. Our units are VERY complex, and no reasonable editor could be made both inexpensive and easy to use. However, you can send your unit ideas to us and, who knows, we might build the unit for you! Submit your ideas to the unit submission page. Will there be a map editor? A scenario editor? Yes. However, the map editor is currently being revised and was not ready for the initial release. You will be able to edit the same scenario files as we do, so you will have full flexibility to make all of the mission and campaign choices. How large can a map be? This depends on how complicated the map is and how much RAM (not hard drive space) your computer has. If you have a minimum RAM capacity of 16 Mb, then normal maps that are 6X6 screens can be built. If your system has 32 Mb or 64 Mb of RAM, then really huge maps that are hundreds or thousands of screens square can be made. Can you rotate the map to look at it from different angles? No. The map data is stored in memory and can only be seen from one direction only. How does the wind affect the game? First, planets with high winds and dense atmospheres are much better locations for wind generators. Second, if a planet has trees and they catch fire, the fire will spread downwind. Since all units slowly take damage in a forest fire, if you time your pyrotechnics well, you can roast your opponent. Both windmills and the direction that puffs of smoke drift show the direction of the wind. How does the terrain affect the units? In many ways. First of all, you have to be sure you have a good shot. If you’re trying to shoot up to the top of a plateau you might not be able to reach with a line-of-sight weapon like a laser. Your best bet is to lob shells up there. And even in that case you can’t be right under the lip of the ledge. Holding high ground is the best choice. Some units are only good on fairly flat land, while others love to climb steep hills. Units also slow down when climbing hills or fording rivers and can become easier targets. Each unit has a true size; smaller units are better to creep through tight valleys or small openings. Since you have 3D terrain, will getting on a high point increase my range? Yes. We use a true physics model to calculate the flight paths of the shells, so being on high ground will increase the range the projectiles can travel. Are there trees? What do trees do? Some worlds have trees and forests. Trees are very useful because they can be harvested for the bio-energy they contain. They may also block shots that are being fired at you, and they can hide units. Best of all, you can burn ‘em down for fun! Can we blow up trees? You bet. They can be burnt, blown to fragments or harvested. GAME PLAY What is the economy? What resources are you trying to find and how do you get them? The two resources in the game are metal and energy. Metal is mined from the ground, taken from rocks or reclaimed from damaged or destroyed vehicles and buildings. You can reclaim metal from any unit you have -- even if it is 100% healthy. Energy is generated from solar collectors, geothermal plants, wind generators, tidal generators, fusion reactors or taken from trees and other organic matter on a planet surface. Once you build a metal extractor or an energy generator, you get a steady supply of either. There is also a way to convert energy into metal using the Metal Maker. It’s not the most efficient way to do it, but it works in a pinch. The Commander has the ability to generate a small amount of energy and metal. You can lose your whole base, sneak away and start rebuilding. It was important to us that the player could never get into a situation where they couldn’t boot-strap themselves back up to super status. How are energy and metal used in the game? Every unit requires a construction cost of metal and energy. As the unit is being built, it slowly uses these resources. With the exception of some of the high-powered base defenses, once the unit is built, it doesn’t use any more energy. The exceptions to this rule are the laser towers, long-range cannons, the Commander’s disintegrator gun and a few others. These can use enormous amounts of energy; a fusion plant should probably be built to provide this energy. Is there resource management in TA? Players do not need to constantly manage how and where they are collecting metal and energy. Basically, the players set up their mines and power generators and forget about them until they need more or suffer losses in combat. Can I tell a factory to build a whole bunch of units at once? Yes, you can tell one of your buildings to build as many units as you want. The orders are simply queued up. Players can start a factory building units, go off and fight a battle and when they return, they will have a new army built for them. What can we look for in user-defined unit AI? You can tell your units to hold their fire, return fire or fire at will (holding fire is good if you are trying to capture units intact). You can also tell units how actively they are supposed to move about when the enemy approaches. What kind of control will I have over land, sea and air units? Players have full control over all units in the game. For example, you can select aircraft right out of the air and immediately give them new orders. Does Total Annihilation have true line of sight? Total Annihilation has several different modes for line of sight (or fog of war as some call it). You can play with a) the whole map visible, including all units; b) an unexplored map, with units that leave a trail of visible area as they move about, just like C&C; c) units that leave a trail of explored map, but unable to see enemy units outside of their vision, just like Warcraft II; d) a fully explored map, but still unable to see enemy units outside of sight; or e) any of these modes, but with true line of sight, meaning players cannot see over hills. Does TA have movement modification (terrain slows certain units, units cannont move through inhospitable terrain, etc.)? Yes, some units are slowed by rough ground more than others, and almost all units are unable to climb vertical cliffs, except Spider Tanks. Trees are a type of "terrain," and can block incoming shells, improving a unit’s defenses significantly. How is a multiplayer game set up? First, all players enter the Battleroom and may configure the game's options. When everyone has given the OK, the game starts. What about cheats? We have left the choice up to you. There is an option players may select that turns cheat codes on and off. So once you have decided not to cheat, there is absolutely no way that anyone can cheat. Do you have to build your base with each building touching the other? No. Buildings and base defense are built by construction vehicles or the Commander. There are structures, such as the energy storage buildings and fusion plants that should be constructed far away from other buildings -- these structures may explode when hit by enemy fire and can destroy a whole screen worth of your base. What kind of interface does the game have? TA features two selectable interfaces, based on common features used in other games (we call them the left mouse and right mouse button interface). You can likely play TA with the same mouse-clicking habits with which you are already comfortable. TA also features hot keys, used to quickly access menus and other features. With hundreds of unit types, how do you control them all. What is the density of units on the screen? There are many different ways to control large numbers of units. Players can can click on each one independently or create squads. Players can also create groups by clicking and dragging on groups and immediately issue orders. There is also a mini-map in the game's upper left-hand corner that can be used to issue orders. NETWORK AND MULTIPLAYER GAMES How many people can play TA at once? TA currently has a limit of 10 players on a Local Area Network or four on the Internet with a minimum 28.8 modem. Do you have an Internet interface like Westwood chat? We are working on making the game as easy to use as possible. Can I ally with my friends? Absolutely -- and you can break that alliance anytime in the game. Can you share resources, units and information with your allies? Yes, yes and yes. You can give metal and/or energy to any player in the game. You can also give other players your units and mapping information. And best of all, it’s not limited to players on your side -- you can give your stuff to the enemy. It’s a great way to help out a beginning player or can even be used as the ultimate insult (Hey, take all my stuff, you still can’t win!). One hundred and fifty units are a lot. Do we have to play with all of them in multiplayer games or can we disable some? The player who sets up the game can exclude any units that they don’t want to play with, even the ones that are included in the game. We also have an advanced option which sets a maximum number of a particular unit that can be constructed. You can also specify the total number of units that each side can have at one time. How is the multiplayer be handled? Two CD’s, like C&C, spawning like Warcraft or must evey player purchase their own copy of TA? We allow up to three people to play off of one purchase of TA on a LAN, six with a second copy and 10 with a third copy. TALKING TO US & OUR WEB PAGE What is your Web address? http://www.totalannihilation.com/ When is the Cavedog Entertainment Web site updated? It is updated every Thursday night. Well, that’s it for now. Thanks for reading through this list of questions and answers.