It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Npl: Great release. Its IMHO kinda sad that most RTS still are stuck imitating Command&Conquer.. or even artificially cripple themself so "pro players" trained with old games have an edge (limited zoom in SC2?).
avatar
PincushionMan: Agreed - the ability to assign all units produced from a certain factory as group 1, 2, 3, etc, very nice. Plus other units can aid in speeding construction. And the waypoint system was top-notch, allowing different functions to happen at different waypoints. Even factories could have waypoints (muster points).
Altho. when I played it back in the day, there was a hard limit of 512 units? Some of the maps req'd 64MB of RAM, too. About $300 back then. Plus, if you had the wrong MB, your system would run slow with 64 MB or greater. Ahh good old days.

You could go into one of the text files in the game and edit it to raise the limit from 500. The altered text file is also downloadable as a whole file. Eventually the game was patched so you could use as many as 5000 units, though anything that high was kind of absurd IMO. 1000 should do it.
avatar
lackoo1111: Now that's a surprise.
Is it working on Windows 7 x64 on high resolution ?
Version number ? ( Impulse version is 3.1 )
edit:
waiting for Total Annihilation: Kingdoms + The Iron Plague
avatar
PincushionMan: Lackoo, what happened to the lollipop image? I rather liked it.
TA:K was universally panned. I played it, but I didn't really like how they simplified some aspects of resource gathering. I think the problem was that TA was such an awesome game, TA:K couldn't really compete. I wonder if they simplified it to make it appeal to the casual gamer.
Interestingly, the lead developer went on to make Dungeon Siege, and a few others that escape me right now. He was a developer from Origin, so that means probably Bad Blood and Times of Lore.

I was the first person who reported on TAK when it was on E3. Pretty fun playing it there. The thread got gigantic, because everyone was all excited.
The lead developer and CEO of the maker of TA was Chris Taylor, who went on to make Dungeon Siege and Supreme Commander. It was an artist/designer on TA who went on to make TAK after Chris Taylor had already left Cavedog.
TAK's art was great at that time, but with almost nobody having anything like broadband back in the day, and memory being so pricey and still insufficient for some games (2 gigs cost a lot, was the max computers could hold, and was the minimum to play TA and other RTS games with no slowdowns back then), well ... the game lagged like hell for pretty much everybody at least much of the time. We got art but sacrificed fluid gameplay. And yeah, the resource model simplification wasn't an improvement.
Chris Taylor made a number of games, including a baseball game and I think a boxing game before he made TA.
Post edited August 18, 2010 by Blarg
avatar
Blarg: memory being so pricey and still insufficient for some games (2 gigs cost a lot, was the max computers could hold, and was the minimum to play TA and other RTS games with no slowdowns back then)

Wait, what now? 2 GB RAM being the minimum to play a game from 1999 without slowdowns? I guess that means to play Supreme Commander you need at least 20 GB then.
I bought TA:K retail and didn't like it. Just played a couple of missions. I didn't like playing different races back and forth and the sound effect of the crow... man, that was annoying. It sounded like a guy trying real hard to sound like a crow and every time you clicked on the stupid birds, they would make it.
Also, the whole build a unit and once you build the next unit, it so tops the previous one it makes it useless. I'm very stuck on that Starcraft principle where units should have their niches or roles and not be made completely obsolete by other units.
avatar
Blarg: memory being so pricey and still insufficient for some games (2 gigs cost a lot, was the max computers could hold, and was the minimum to play TA and other RTS games with no slowdowns back then)
avatar
kalirion: Wait, what now? 2 GB RAM being the minimum to play a game from 1999 without slowdowns? I guess that means to play Supreme Commander you need at least 20 GB then.

Yup, get 500 or 1000 3D units going, each moving along different vectors, and it eats up a lot of memory. All RTS games with high unit counts are extremely memory-intensive, and ones with anything 3D in them, all the more so. AOE 2, which came out not long after, was the same way. Without 2 gigs, you could expect slowdowns.
If you slowed people down and made their game skip while your computer was trying to read info from your hard drive (virtual memory), it was pretty hard to get into a good guild, too.
avatar
Blarg: Yup, get 500 or 1000 3D units going, each moving along different vectors, and it eats up a lot of memory. All RTS games with high unit counts are extremely memory-intensive, and ones with anything 3D in them, all the more so. AOE 2, which came out not long after, was the same way. Without 2 gigs, you could expect slowdowns.
If you slowed people down and made their game skip while your computer was trying to read info from your hard drive (virtual memory), it was pretty hard to get into a good guild, too.

Did anyone even have 2GB of RAM in 1999? That was the year I went off to college, and I ordered myself a gaming PC for like $1500, and it had 128MB RAM! (Celeron 466MHz, TNT2 Ultra, Windows 98 SE - those were the days.)
avatar
Blarg: 2 gigs cost a lot, was the max computers could hold, and was the minimum to play TA and other RTS games with no slowdowns back then

What are you talking about? Most maps needed about 32MB. Some needed 64. I ran the game just fine on 16MB on most maps. Were you running Norton in the background or something?
avatar
Blarg: 2 gigs cost a lot, was the max computers could hold, and was the minimum to play TA and other RTS games with no slowdowns back then
avatar
Navagon: What are you talking about? Most maps needed about 32MB. Some needed 64. I ran the game just fine on 16MB on most maps. Were you running Norton in the background or something?

I remember upgrading a mate's PC to around 128MB so that we could use the largest maps with silly numbers of units in multiplayer.... it was also one of the LAN friendly games at the time where you didn't need a full copy per PC but could just do a 'spawn' install...
Hmm, maybe he meant "2 gigabits"?
avatar
jimbob0i0: I remember upgrading a mate's PC to around 128MB so that we could use the largest maps with silly numbers of units in multiplayer.... it was also one of the LAN friendly games at the time where you didn't need a full copy per PC but could just do a 'spawn' install...

He could probably have managed on 64MB, to be honest. TA was of an age where developers actually overestimated the system requirements.
I assume that the issue with the music playback still isn't solved? I wouldn't want to burn the game on a CD just so that I can listen to the soundtrack. And TA without the orchestra ... isn't really TA. :P
avatar
Silrog: I assume that the issue with the music playback still isn't solved? I wouldn't want to burn the game on a CD just so that I can listen to the soundtrack. And TA without the orchestra ... isn't really TA. :P

Music plays during the game all right for me.
Nice. Does it simply play one track after another, or does it switch for combat / building?
avatar
Silrog: I assume that the issue with the music playback still isn't solved? I wouldn't want to burn the game on a CD just so that I can listen to the soundtrack. And TA without the orchestra ... isn't really TA. :P

Music working perfectly here. Weird how it is not playing for you. Maybe... turn your speakers up :P [/joke]
Post edited August 18, 2010 by Cyrem
avatar
Blarg: What are you talking about? Most maps needed about 32MB. Some needed 64. I ran the game just fine on 16MB on most maps. Were you running Norton in the background or something?
avatar
Navagon: The map size is only one of the things that mattered.
Like I already said, once you got 500 or 1000 3D units moving around, yes, there were problems even with the best video cards and CPU's in rigs without a lot of memory, and preferably 2 gigs. You even saw this with games that still used sprites instead of 3D units, like AOE 2. This is because that many units doing that many things required a lot of hard disk reads if you didn't have enough memory.
If you played single player only, it was a lot better, but you could still slow down or freeze.
I had top of the line everything btw, and played multiplayer obsessively for years with others in a guild and against other guilds, and all this was commonly held and observed.
avatar
jimbob0i0: He could probably have managed on 64MB, to be honest. TA was of an age where developers actually overestimated the system requirements.
avatar
Navagon: Not in multiplayer.
Everyone I knew who played multiplayer pushed to keep their computer upgraded as much as possible.
Of course there always were and always will be people who joined games with hardly any memory, slowing the game down to an absolute crawl, and saying their computer was fast enough for the game. Pretty much everyone kicked these guys out or refused to play them until they increased their memory.
Maybe they had a good time playing each other, but that was a much smaller crowd.
avatar
Navagon:
Post edited August 18, 2010 by Blarg
This is going to make me sound like a heretic, but I'm the rare egg who marginally preferred TAK over the original TA (which is obviously a great RTS). I'm the sort of gamer who prefers the S over the RT, and the big problem I have with a lot of RTS designs is they quicky devolve into speed-demon clickfests (read: Starcraft) once the players understand the basic game mechanics. That's not for me.
TAK's overriding design principle was to maximize the strategic element by having multiple factions from the start (4 in the basic game, 5 with the expansion), each of which having very different unit sets and different technology trees. Preferred strategies were thus radically different from one scenario to the next, depending on which faction you were playing and which you were up against. The single-player campaign moved you around between the different factions, creating a lot more strategic variation in each scenario (something which Blizzard blew big time with Starcraft 2, and the biggest of several reasons I passed on it for now). Yes, the resource model was simplfied (mana), but to me that was an expected trade-off to keep the design from becoming inordinately complex. I recognize that a lot of this is possible in TA with some of the larger player mods, but I'm talking about the out-of-the box experience for the gamer who doesn't have time to delve deep into mod installs and player forums.
I never did get the TAK expansion back in the day, it came out just as Cavedog was going under, and was hard to find. So, if TAK+expansion can be made into a GOG, I'd be all over that. Perhaps more extended play might reveal it to be imbalanced, but in theory TAK is just as moddable as TA is...