TA BY POOSTICKS:
"what can only really be described as a Total Annihilation bible" - Planet Annihilation
"the ultimate resource of TA statistics" - TA Universe
"fucken excellent site!" - MeatAxe
Massive New Year's Update!
Well 2010 is upon us, and this game is getting pretty long in the tooth, but that won't stop me compiling more information into this site! To that end I have made the following additions to the TA Guide:
  • Added Special Weapons Damage to the Unit 'Weapons' Pages
  • Added Special Unit Damage to the Unit Database's 'Expiration' Pages
  • Added AoE Blast radius Damage falloff graphs to the Unit 'Weapons' Pages
  • Added comprehensive notes on the variables used - with examples!
  • Added new campaign units section!
  • Fixed a few bugs here and there :)
The Special Weapons Damage additions display an image of, and the damage inflicted upon the units. This should help settle those old "OMG my nuke didn't kill your COMM! WTFBBQHAX!!" arguments. For example, we see that a nuke has special damage just a smidge under the commy's 3000 Default Damage value. Of course were a commander standing beside a factory that also causes him damage when the nuke explodes, well...
Similarly the Special Units Damage addition shows which units can deal out special damage to the unit being looked at. We see that the mighty Core Sumo (Default Damage=4950)can be dispatched with just a single shot from the Arm Sniper. Probably not the most relevant multi-player information, but there you go...
The Area of Effect Blast radius Damage falloff graphs are something I have been wanting to add for a long time. They dynamically show how each weapons' damage (mouse over for actual values) falls off with distance from the point of impact due to the Edge Effectivness value. This is displayed for 2 cases. In both cases the Area of Effect is the diameter to the edge of the blast (Thanks Switek!). Since I am taking the distance from the blast, I take half this value effectivly plotting against the blast radius.

In the first case, where there is no Edge Effectivness value, the value used is 0. This means that the initial damage value starts at the maximum at the point of impact, reducing to 0 at the blast radius. Here is the Arm Guardians chart:
In the second case, where there is an Edge Effectivness value, the blast radius value will be the Edge Effectivness value x the Default Damage. I have also plotted a point one pixel more along the radius to emphasise that outside the blast radius the damage falls to 0. Here is the Core Silencer Nuclear blast chart:


Unit stats reference notes for each datatype have been added. I have linked to examples above, and within the guide pages you can just click on the data description to take you there, or you can find them under the Arm, Core, and Campaign unit pages menu.

Yes, I have also added Campaign units to the TA Guide! Well they were already uin the database, I've just linked to them :) Unfortunatly, I don't think there were Cavedog buildpics made for the Core Truck and the Hydration Plant, so they are just broken :)

I also fixed a major bug preventing aircraft mobility data from showing. Corrected the Worker Times to be multiples of 30 (Thought I had done this a long time ago!). And fixed a minor bug in the 'Analysis' page that was sending the server maths errors.

Man, time for a beer!
- Thursday, 31.12.2009
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