Total Annihilation

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 Заголовок сообщения: чем отличается ТА:CC v3.0 от ТА:CC v3.1c ?
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собственно сабж?

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 Заголовок сообщения: Re: чем отличается ТА:CC v3.0 от ТА:CC v3.1c ?
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TOTAL ANNIHILATION v3.1 PATCH READ ME

****************************************************************************************
* Version 3.1 adds many new features to Total Annihilation. Due to the nature of these *
* enhancements, saved games from versions prior to 3.0 will not be compatible with v3.1 *
* The v3.1 patch will update any previous version to v3.1. *
****************************************************************************************

v3.x NEW FEATURES:

**This patch will only update the newest TotalA.exe file in your Total Annihilation game
directory or subdirectories. If you have a newer TotalA.exe file in a backup subdirectory,
the patch will apply to that file, not your default older TotalA.exe file. This can happen
if you have upgraded to version 3.0 and then installed TA: Core Contingency.

1) SHORTCUT KEYS
CTRL + P Select all aircraft with weapons
CTRL + R Select all radar, radar jammers, sonar and sonar jammers
CTRL + W Select all mobile units with weapons except Commander

2) MULTIPLAYER SHARING
Control the resources you share with your teammates and allies using the following
commands. These commands can be used in multiplayer by hitting ENTER to bring up
the message bar on the Main Battle Screen and typing in any of the following phrases
(toggles on/off):

+shareenergy Shares energy
+sharemetal Shares metal
+sharemapping Shares map information

You can also control the amount of metal and energy shared to your teammates and
allies by modifying these commands slightly with a numerical value. X indicates
the amount of resource left in your reserve. For example, +setsharemetal 5000 will
only share metal if you have at least 5,000 in reserve. You cannot set the
amount of resources you want to keep/reserve any higher than your current storage
capacity. Make sure you leave a space between the command and the numerical value.

+setshareenergy X Shares energy while keeping X amount for yourself
+setsharemetal X Shares metal while keeping X amount for yourself

3) SHIFT & CONSTRUCTION UNITS
While placing your cursor over any construction unit and then holding down the SHIFT
key, square outlines may appear on the map. Green squares represent the build orders
for the unit currently selected. Blue squares represent the build orders for all
other construction units. These squares can be used as a guideline when queuing up
build orders for a construction unit.

4) SHIFT & CLOAKABLE UNITS
Placing your cursor over a cloaked unit and then holding down the SHIFT key will display
a white circle. This circle represents that unit's minimum cloaking radius. When an
enemy unit moves into that radius, the cloaked unit becomes visible.

5) FACTORIES & SQUADS
Select a factory and assign it a squad number. This can be done by pressing CTRL+1
through 9. All units produced by that factory will automatically be assigned to that
same squad.

6) SELECT ANY MISSION
In version 3.1 the previous "drdeath" cheat has been enabled permanently but the bone
has been removed. This function has been added to the New Campaign button. When the
New Campaign button is pushed a player can now select any campaign and play any mission
within that campaign.

7) FEATURE VANISHING
The disappearing of features with some user made maps when games are saved then loaded
back up has been fixed.

8) PHALANX
The reload time for the Arm PHALANX has been properly set.

9) AI PATHFINDING

AI pathfinding in Total Annihilation has been modified for the new environments and
situations people are experiencing since the release of Core Contingency. The problem
is a combination of four factors.

1. Average map size has increased since the original Total Annihilation was released.
2. Maze type maps have been added.
3. Maps with more complex and in general more surface features have been added.
4. The unit number limit has been increased from the original 200 units.

All of these factors by themselves do not cause a performance issue, but combined they
will cause unit pathfinding to become a problem. We have instituted different pathfinding
filters that will be run as the demand for pathfinding increases. The more units that need
paths, the less complex the filter. What this really means is that the more units you try
to move the more varied the path will be that they try to take. In most situations this
will increase performance and keep units from acting the way they have in the past. This
will not solve the problem for ALL situations. If you are experiencing problems with AI
and pathfinding after applying this patch try modifying some of the four variables listed
above. Sector 410b and Steel Jungle, both Core Contingency maps, are examples of maps
where this fix will not improve gameplay unless the unit number limit is lowered.

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 Заголовок сообщения: Re: чем отличается ТА:CC v3.0 от ТА:CC v3.1c ?
СообщениеДобавлено: 11 сен 2009 23:54 
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Откуда: 33° северной широты
ну и ну.... да наш уважаемый Balthazar знает все!
снимаю шляпу
:hh

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Ох-какой почётный модостроитель!
>>MiniTA<<


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 Заголовок сообщения: Re: чем отличается ТА:CC v3.0 от ТА:CC v3.1c ?
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Народ, да вы чё??? В папке ТА после установки патча появляется файл txt с этими описаниями. Учимся читать :P

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