老外整理的 开发完成的mod列表

I haven’t really assigned a version number to CZTA, but it’s still in the Alpha Phase. Lets call the first released one Alpha 0.1, making the current release Alpha 0.2, and the one I’m going to release (has Psychasi vehicles in) will be 0.3

As for info, both the CZTA guff threads are out of date. Look here: http://wiki.tauniverse.com/wiki/CZTA for plot info and Alpha 0.2 here: http://www.fileuniverse.com/?p=showitem&ID=2614

And it’s a TC, correct

(By the way, I’m going to need some testers fairly soon to help iron out bugs and inject a resemblance of balance into it)

LOTR TA:

Site: N/A.

Developer: me, Vector_Matt.

Progress: verrrrrrrry slow, I’m stuck on the melee part (if anyone skilled in making Melee units for TA wants to help that would be great) (in fact anyone who wants to can submit stuff).

Description: A Lord of the Rings mod for Total Annihilation.

Logo: I made a temp one but when I try to convert it to the proper pallete the colors go crazy (even when the colors I used where already the same as ones in the pallete, unfortunatly i reformated and forgot to backup the file) (again anyone who wants may submit stuff).

TABF–Spring版也没有啊?…

Ta project E2. I have my own thread for this and will update as time allows. Frankly however I’d rather finish than type, I’m sure you agree.

I’m working at a new mod at the moment. The working title is TYTA, which should mean “Ten Years of Total Annihilation”.

Title: TYTA (Ten Years of Total Annihilation)

Site: N/A

Developer: Seamon (it’s me!) and I hope a lot of critics after the beta release

Description (Specialities of this Mod):

  • A lot of new units (all kind of very strong units, although they are weakend a lot)
  • Six unit levels (“Kbot Labor” produces lvl 1 and 2, “Advanced Kbot Labor” lvl 3 and 4 and “Experimental Kbot Labor” lvl 5 and 6, and “Hoverplant” produces lvl 2 and 3, “Advanced Hoverplant” lvl 4 and 5) The same with towers, vehicles, ships and planes.
  • complete rebalancing (there is not a single unit with the same stats, and also all the downloaded units will keep mostly only their looking)
  • new weapon definitions (the damage will be specialised for each and every unit. Although: Laser and lightning are strong against tanks and hovers, plasma (short and long range) and EMG are strong against kbot and ships, missiles and flak are strong against planes and rockets are strong against towers.
  • new GUI, new buildpics
  • full support of five languages (English, german, french, italian, spanish)
  • mostly new description for the units
  • faster repairing (it’s possible to heal against damaging, like in KKND)
  • Suiting AI to the mod. Planned are this three difficulties: Easy (Hard to beat, but not cheating), Medium (Lightly cheating) and Hard (Heavy cheating)
  • and even more

Target: Interesting gameplay with a lot of units, which all have their use and probably must be used against the enemy. So if your opponent attacks with lightning-tanks, you should defend with lasertowers or laserkbot.

Already done: Added gui, buildpics, all towers, all ships, all hovers, all languages

Progress: At the moment I’m balancing and adding planes, kbots and tanks.

Problems: I started with OTA (not with UH or something like that), so I got most of the OTA bugs, sometimes I can play with 9 AI on big maps => no problem. Sometimes the game crashes after about 15 Minutes.

To be done before Beta: AI, multiplayer testing

To be done after Beta: More balancing, implementing users ideas, taking critic

Date of Finish: A beta version will come at end of February, but it is far from finish then .

Greatings to the modders of the following Mods (I took some ideas and sometimes even a unit or two):

  • TAWP
  • GMTA
  • AA
  • TAUCP
  • UH
  • The Pack
  • UTASP

And attached a picture that says nothing. More details will come.

Speaking of mods, TABA is in progress. Just to throw it out there, it has:

  1. Specialized factories, construction units, and defensive structures
  2. Upgradeable factories
  3. 2nd chance commanders
  4. Um… more stuff that’s definitely cool.
    This mod is meant to use TA units but in a whole new arrangement, boosting unit diversity and gaming strategies. It will be very fun and unique to play with!

If you’re interested in looking at it, check out the Beta’s at FileUniverse. As far as I have encountered they are very stable, but rather unbalanced ATM, and very incomplete. A More classified release can be expected by early summer/late school year.

No! upgradable factories is my idea! Ask boog, warl0rd, anyone!!! Oh well… I guess we’ll just have to make due, however, I’m not sure if your factories are quite as cool as mine .

My factories upgrade by clicking a beautiful buildpic in the lab that builds a unit and upgrades the factory as well as the units that that factory produces. Using this and separate factories for each weapon type, a balanced, strategic field is created.

May I ask if yours are similar or what?

There is also another mod being made,

TAWP6

Get it here

Changes include:

L1 defenses have been improved. HLTs are significantly better and the Immolator and Centurion have been further refined. The HLT laser is very powerful now and will kill most l1 units in only a few shots. perforamnce vs L2 is better now as well. The Immolator is core’s ulimate anti-raider and will chew up raiding units with ease. Its heavy armor in cunjunction with LLT or HLT support will make for a very powerful L1 defense. The Centurion offers a combination of decent AA and ground fire with its versitile missiles. It is sloted balance wise between the HLT and MRPC.

The L2 amphiboius tanks are now L1 (and previous L3 amphib tanks are L2 now). At first glance this change may seem problematic, but consider the following:

1.) Hovercrafts are already l1 now. On sea maps, having the option to build amphibs alternatives at l1 opens up new strats.

2.) The L2 amphibs were never seriously effective at L2 despite signifcant improvements to make them so.

3.) The L2 amphibs at L1 are nearly 2.25x costs of Stumpies and Raiders and also slower. Having L2 amphibs at L1 opens up new strats on land and even offers L1 the option to fend off early l2. The cost difference tho is enough to offset early game abuse or displacement of Stumpies / Raiders as effective units. (Core especially benefits since thier only other heavy ballistic tank is the expensive Goliath)

4.) The L3 amphib tanks at L2 offer the same benefits but at a higher level. Overall, I think the ampbibious game is significantly improved by these changes.

L2 factories are 25% cheaper now promoting earlier L2 tech

The Arm Olympus has been remodelled

The L3 anti-matter reactors now produce less Metal (and consume less Energy) when ‘on’

The L3 Arm Raptor is now cloakable at the expense of reduced armor. The unit will decloak when firing it’s weapons - Core beware!

The L3 Bombers are also permenantly cloaked and are nearly undectable. Upon decloaking (when firing) they are vulerable especially to SAM fire.

The Arm Penetrator and Core Decimator (MDDM) have been moved to L3 with slightly improved firepower. Moving these units up allows for several L2 units to be utilized more effectively. There is some concern that moving these units to L3 will overlap with the Demolisher and Juggernaut, but I need testing data to confirm. I see Demolisher / Juggernaut as more base buster than skirmisher, but we’ll see…

The stealthy Predator gains yet more range and firepower to its primary rapid gauss weapon.

A couple of problems with weapon / explosion sounds have been fixed as well…

And a few more things that escape me at the moment.

原帖
http://www.tauniverse.com/forum/showthread.php?t=36792

Correct link to battletech mod: http://battletech.tauniverse.com/

TA-Merge
Make 3 races(gok, talon,tll) in one mod,but remove arm and core.
More information please visit here
http://bbs.taclub.net/taclub/newTA/t…10040-1-1.html

Download it and see more pics from here
http://cid-5bcf68718539fb6d.skydrive…20MOD/TA-Merge






哈哈哈哈哈哈哈哈哈哈哈 /:^]