TAUCP
The Total Annihilation Units Compilation Pack
The Total Annihilation Units Compilation Pack
or TAUCP is the continuation of the old TAUIP
2.1 mod, resurrected and revitalised, combining old classic
units with a swag of brand new ones. Its author, CyberCewl,
has returned after a very long absence to update and rejig the
original mega unit pack for Total Annihilation. TAUCP's main strength
is in large ground based battles with K-Bots, Vehicles and Hovercraft.
Aircraft and especially naval units aren't nearly as extensive.
The pack is, in a word, evil. So naturally I can't recommend it
highly enough! You get to build monstrous bases with monstrous economies
inhabited by hordes of equally monstrous units. Everything seems to build
slightly faster, hit harder and die a lot sooner - simply because your
enemies can be just as overpowering as you are. TAUCP
is Total Annihilation on PCB, and while you can whip up a mega economy
in no time, you can just as easily lose it. While many basic OTA games
tick along using basic units, the TAUCP netgames we've played frequently
involved advanced and Krogoth level attacks - and in sizeable numbers.
Despite the turbo-charged resourcing, you can still stall badly since
players are given as many opportunities to overtax their economies as
they are in making them big in the first place. Once you've assigned a
dozen nano-towers and support builders and ever increasing numbers of
units your economy will be stalling in no time, struggling to feed those
ravenous factories to force out more powerful weapons sooner. Many TAUCP
weapons also need available reserves of energy and metal to fire,
so stalling your economy and draining all your storage has the additional
burden of silencing many of your better weapons.
Still, this is no idle hackfest of stupidly over-powered units, although
adjustments and updates are frequent. So far, the pack has been noticeably
improving with each new release. Whenever we've thought we've found something
that was simply too good to be true for one side, the other finds a way
to knock it off its perch. Despite first appearances as an over the top,
over cranked mod, TAUCP plays really well. It
makes a nice complement to the UTASP mega mod; while UTASP differentiates between Arm and Core and makes one
force distinctive and different to the other, both sides in TAUCP are
moreorless equal and wield equivalent units to each other. Well, most
of the time, anyway.
Strategy and balance still play critical roles. You still have to think
and look after things, although the sheer range of units and strategic
options can make this a bit of a juggling act, especially for those unfamiliar
with the custom units. Anyone who thinks that this is just a race for
the biggest weapons will be in for a rude shock. A fair bit of thought
and management is necessary to keep your base and key units safe and sound.
With such powerful weaponry roaming the field, anti-radar, cloaking and
scouting become absolutely critical. Many of the advanced units have weapon
ranges of several game screens; anyone who doesn't keep an eagle eye on
their jammer coverage or do the necessary scouting will be wiped out in
short order by opponents who make use of strategy and the Targeting
Facility. Just throwing your giants units at the opposition simply
won't guarantee a win.
Notable features: you get modestly sized nano-towers in the basic build
queue that can greatly assist your factories. Both sides sport very similar
weapons and build trees, with weight and speed and unit design being the
only small differences. Core is still generally heavier and slower than
Arm. Each side gets: the nano-towers, radar spoofers; railgun tanks, mobile
Berthas, nasty gatling gun tanks of all types, cloaking units, paralyzing
units, cloakable spies, the Angels, and a vast assortment of mechs, tanks,
hovers, aircraft and naval units of all shapes and sizes.
There's a large range of small and basic units as well as the big ones
- and most of them have something to offer. We've yet to find anything
that turned out to be completely useless, although we've come across units
that first seemed overpowering until their counter was found and then
tended not to be used again. Other units that seemed trumped or unusable
on one map often had unexpected surprises for us in other situations.
Anyway, go nuts. Each side gets something like half a dozen Krogoth sized
mechs each, and a large pool of smaller but no less advanced K-Bots. Arm
gets a Krogoth of its own, the Orcone; while
Core gets an additional super-Krogoth called the Karganeth,
which clocks in at well over double the price of a regular Krogoth and
can demolish entire maps' worth of bases if left unchecked. The Karganeth
veers close to being a stupidly overpowered unit - one can comfortably
stroll through a heavily fortified base and completely vaporise it, whilst
whole armies of advanced defenders perish before its onslaught. The only
drawback to building on is that it takes forever and uses up
enough resources to build an entire army with.
For
all the mass of firepower at your disposal, TAUCP
rarely degenerates into yawn inducing slugfest - although you can play
for those, too! :)
There's an entire line of specialised Krogoth-killers and weapons that
level the field, plus many of the regular units have been adjusted to
deliver Krogoth-specific heavy damage while still behaving normally with
regular units. Most notable are the Fire Angel
and Ice Angels available for both sides. These
guys are intricately detailed and animated Manga-styled K-Bot assassins
that can cloak and use their special third weapon - a shooting blue star
fired using the DGUN command. Careful use of angels for defence
can reduce entire groups of giant Krog class mechs to Krog class metal
deposits, since multiple Angel blasts accumulate on top of each other.
Additionally, some mega units also tend to explode violently when they
die, and chain reactions of exploding monster units can take out entire
forces that at first glance looked unstoppable.
This mod received a lot of attention and frequent upgrades before CyberCewl
retired from it temporarily to tackle his studies. Given the highly volatile
nature of the pack's powerful units, achieving game balance is tricky
and a contentious subject amongst its fans. Each version tends to lean
in favour of one side over another. Version 2.2
tended to favour Arm, at least from our perspective in human vs human
netgames. It can be hard to judge in single player Skirmish AI games,
since the AI is incapable of taking advantage of all the cloaking and
clever tricks tucked away in the more advanced units.
This
mod has its own comprehensive web site, TAUCP
Central. Current version is 2.3. New to
this version is the OverLoad Pack, which gives
you the option to use TAUCP as an all-ground unit pack or have a stronger
naval presence. TAUCP incorporates the latest version of the Switeck
Bugfix as a separate downloadable file, which bloats download size
but plugs all the loopholes and bugs in the game. Every single release
version of TAUCP is also mirrored at the TA
Designer's TAUIP
site.
Execution and installation is slick and largely bug free, although you
should always read all messages as their appear when applying patches
or installing the full mod. TAUCP comes with two AI's: an updated version
of the Mostly Harmless AI which was bundled with
the original TAUIP, and a version of the Banzai AI
adapted for this mod. I've installed both TAUCP
and UTASP into TA:Mutation
and switched between various configurations without anything becoming
confused or corrupted. However, I have had problems in the past applying
some of TAUCP's update patches in TA:Mutation, but the full install versions
have never failed me; the uninstall scripts work cleanly too. The AI's
are excellent, and you'll quickly learn which units are the ones to build
or run screaming from once the AI's gone and wiped the floor with you
a few times. |