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In contrast to the relatively simple and shallow story, the gameplay in Total Annihilation was, especially for its time, impressively deep. Ultimately, though, the narrative is largely there to facilitate the gameplay, and for the most part remains on the sidelines with very little presence outside of the mission briefings. Total Annihilation's narrative focuses on a conflict of galactic scale, which at the start of the game has already lasted for over four millenia, between the AI controlled machines of the Core and the human rebels of the Arm who use clones to supply their army with soldiers. When it was released in September of 1997 it proved to be just that. Initially Total Annihilation was just one of many similar looking games in development at the time, but as more and more was revealed of the title it became clear that it was going to be something special. In the latter half of the 1990s the RTS genre was at the peak of its popularity, with countless developers trying their hand at them.
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This project would soon become known as Total Annihilation. Founded in 1996 by the former LucasArts designer Ron Gilbert, the studio's first project was an ambitious RTS title headed by the then relatively unknown game designer Chris Taylor. One of the developers trying to make its mark in the genre around this time went by the name of Cavedog Entertainment. Most other developers had little to no success in trying to gain a foothold in the genre at the time, although naturally there were a handful of exceptions. Westwood Studios, which had pushed the genre into the mainstream with its Command & Conquer games, and Blizzard, which came along a bit later to provide an alternative with WarCraft and StarCraft. In the mid-to-late 90s the real-time strategy genre was dominated by two companies. They have maps and build orders memorized for most of the popular maps.By Taneli Palola, posted on 10 April 2018 / 4,907 Views I’m still trying to get back into the groove of the game! I am nowhere near as good as some of the players i’ve seen online the past few weeks.
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That usually seperates the best from the rest. Most ppl already percieve the mass 2nd level air threat online and make flak cannons like mad.Īlso, remember the key to TA is to always build build build… never stop. But mass flak cannons is the way to go… thing is, be prepared to have backup offense… depending on map. Besides flak cannons, the next best defense is to have mass fighters as well to fire on the fighters. I’ve been replaying TA alot since downloading spring… and the vamp/hawk attk is a very prevalent tactic (really annoying!). The thing is they are very slow to make, so you need to get a lot of guys working on them for a while to get a decent anti-air defense up. They will rape a huge air-force very fast. There is a much better way to defend agaisnt air then bulding mass anti air vehicles, and that is to pepper your base with flak cannons. I think I dropped 7 in about 3 minutes that all made it through. I knew then your anti-nukes would not work and thats when I started launching nukes like crazy at you. The game breaker was when I took out two or 3 of your fusion plants and I saw your power drop. Your mass stealth fighter raids did far far more then the nukes. I think all your nukes took out combined was: 4 solar panels, 3 anti-air towers, and 1 vehicle factory. You did take out units now and then, but nothing major. I was light blue, the guy you were dropping random nukes on. I took out Dark Blues Commander (which costed me my entire airforce, luckily no one seemed to notice) but he still survived to see me fall. I’m not sure overall how much havok I caused to his base since I was casual with my nukes. There was Yellow, Light Blue which I nuked/air raided, but allowed to recover. I don’t remember who the final four were.