by Draconious

The only purpose of this site, is for distribution of my Total Annihilation files. This is not a TA News site, so the updates will be far and few between. My TA Files are mainly my AI Upgrade, Unit Pack, and Maps, but there are more files that may be of value.

February 8, 2002
MOVING!

Because Excite@home is bankrupt etc and booted most of its users, Comcast is buying out their users, only reason this server is still running. This site is on an Excite@Home server, wich will suposedly be offline by the end of FEB. Comcast has yet to actualy say what the new member url will be, I will guess members.comcast.net but who knows. When this site stops working at this url, you can easily find it again by going to:

http://draconious.net or http://go.to/draconious - might as well book mark them if this site is worthy ;).

My email is also changing to draconious@comcast.net... wich was already working as of today.

December 11, 2001
zone.msn.com is changing over, or has already, to a passport.net login. Because of this, its becomeing some what of a pain in the ahem.. to actualy get into a zone game room. If any one needs help getting in, although I had a heck of a time my self, I might be able to help you via AOL IM (name: Draconious). One tip is to dump the MSN related cookies and temp internet files, Make a passport acount at passport.net. Goto www.msn.com, get that page to say SIGN OUT, by signing in. Then goto zone.msn.com and start doing what you need to do to get in, be it make a new name, reclaim an old zone name or whatever, It SHOULD all be working now...

I might also start to work on my AI again, its been a long time since I touched it and I do need to fix it, for some reason it refuses to build missile turrets.

October 2, 2001
Got rid of the frames on this page, even though my frames worked pefectly. My server provider @Home however, seems to have their servers set to only allow 2 or 3 pages open per users site at any one time. At least that is one theory as to why when one person is on the site every one else seems to say the site is down, but the second the person viewing it closes IE, one of the others can get in, but not the rest, the only exeption seems to be other @home users. So this is now a single page web site, its goal at this time is function not apearance, so yes its still an ugly site.
I also got rid of the ads, wich only made a whopping 2 dollars, and that was before they stopped paying per hits, aint made a dime since.
I also am in the prossess of tweaking my TA Support page.

September 23, 2001
Uploaded a fix to my AI again, this makes it version 13. Fixed the .zip file, so now it should actualy install right. Some how I quickely rezipped it and wound up with an extra folder in the .zip file. I also made it a bit harder, wich was just the result of fixing a small bug and re-adjusting the AI control units.

September 20, 2001
I am working on a super map, one of high quality, size, playability, appearance, the works, along with a few special things. This map is based on the type of map WarMaker was suppose to be. This is a modified Height map (black and white bmp), I added colors so I could get a feel if its how I wanted it to look or not. So far its pretty close to what it will end up being, but a few changes are planned as well as some already made. This height map is NOT randomly created I took painstaking time in sketching it on paper, scanning it, and then modifying my sketch to what I wanted. With any luck, I will actually finish the map, with or without the special things I am going to try to add to it.

I am taking screen shots of me working on it now and then, I got lots already. This way when I am done I can make a page on this site to show the history of the map being made, this will give newbie map makers maybe even some veterans some ideas etc. This will be done because this is a photo shop, planet rendering type of map, and is not made with any tile sets. Something I been wanting to do for a while. I am basically going to kill a few birds with one stone on this one.

Also... a way to get around the dumb effect my AI has on small maps, is to give your self the rule of not helping your first factory build with the commander, in other words slow down your first rush in with units. Wait till like 5 minutes before you let your commander guard a factory, this should make it more fair, since the AI is too stupid to guard his factory unless the commander has nothing to do. Also to those that I said to use the lock-box map (in the beta area on bottom of my maps page), copy the Default AI profile as DRAX_Lock-Box.txt. I forgot that I removed some of the AI profiles to the beta maps...

September 10, 2001
Released an AI update, but I think I already have a change planned, but not sure if I want to do it, would balance it better for smaller maps but might make it impossible on larger maps. . You can download the current version by clicking the AI UPGRADE button to the left.

This is the typical end game stats that are to be expected of this AI, as long as its working as intended on a map its intended for. These were taken at the end of games played on the map Steel Heart, which lasted about 45 minutes to an hour and a half.
The top one is obviously a game were I hid my commander in a pond, and let the AI go at each other. At first Core was slowly pushing the front line toward Arms base, but in the last 10 minutes Arm just totally crushed core, I guess it was the farks and speedy buildable units, but it might have also been the 4 nuke silos it had, core only had 3.
The middle one, I tried to kill off 2 un-allied AIs. I rushed one killed it, but by the time I got my units to the second one, the other AI had enough defense to stop an attack, eventualy it got enough offense as well, and pushed me back enough that I quit (lost). This is why I recommend playing against 2 AI on smaller maps.
The bottom one, I was attacked by both AI at the same time in this game, I decided not to rush it, managed to kill the first after about 45 minutes, and then the second actually built too much I wound up quitting (losing).

August 29, 2001
Well the CC-Features file was re-uploaded to tamec, other then that I have not done much on the TA scene. I might try to make my AI a bit harder though... I just wish I could get it back to the way it was before I messed it up like a year ago .

June 21, 2001
I fixed a couple of the broken links, most caused by tamec.net's loss of files, and me loosing idrive.com driveway.com and lexton.net a while back. All of these sites held my files, sucks all gone in like 6 months. Any way I know many ppl dont use my AI or my units, so you are probly here for the CC-Units file, wich is in the MORE FILEs area in the menu to left.

May 28, 2001
I put the latest version of my AI up for download, its still not as good as I want it to be so it will continue to be tweaked. But this time ARM seems a bit stronger then core, not sure yet though gona run more test games in different scenarios. So far this AI is optimized the best for metal maps, and the maps I created. DO NOT use this AI on maps that use the waterwrld.txt profile, the AI will just sit there and not move (reason is in the readme file). 3rd party support is still not included, I might not bother with any units other then my own.

May 19, 2001
Two of my maps that have been missing from the downloads due to a server crash @ TAMEC, Steel Heart and War Maker, are now back online. Steel Heart is a new version, and should be downloaded again, a few bug fixes with voiding on the walls. Steel Heart still has a 10,10,10,10 rating at TAMEC.

I have also been working on my AI trying to get the current improvements mixed in with the way it use to play (better). I was going to release an update, but I am going to keep working on it and release it later.

I also have had a fix for my unit pack for a while, but have not finished it entirely. For now I will just say its a good idea to avoid building the Xapper unit, the small mine the Sirene builds, until I release the fix. If this unit gets D-Gunned or nuked, the game will close down, there is an extra line of code in the .cob file, copy pasted once too many times.