Supreme Commander / Total Annihilation

Umm, is it just me, but when I installed the demo to give myself a taste of the fun... well my computer reset on me...
Every time i load up the demo... BAM, computer resets

Is it because I'm not meeting the system requirements, or I'm not getting the demo from the right places?
I mean, the demo does not even show any awesome graphics, just the box art thing and my computer resets before it goes anywhere...
 
Yep SC is mostly building and turtling with minor skimishes.
(its the economy that draws most of the time when MP)
Its not a bad game but its very easy to jump to tech 2 then simple case of ramping up your mass and energy.

I prefer the very action packed company of heroes over SC

Ahh yes but CoH is just as one dimensional, like most games that boast so many possibilaties and strategies ninety percent of what you can do is useless becuase there are always going to be three or four strategies that are the most effective. SC and CoH are perfect examples of this failure, I could use Volks to hold that point, bt why bother when setting a machine gun rite there is ten times as effective, I could build AT guns, and bypass there defences to take out that flak eighty eight thats stppig me, but why bother when a squad of suicidal paratroopers will do just as well for less. I could build elaborate base defences with mines and tank tras and all that good stuff, but its just as well to have an AT gun or a tank sitting around. Get what Im saying?
 
I know there are still people who play Total Annihilation online. We usually play Total Annihilation: Twilight, itself descended from Absolute Annihilation and Uberhack, and would love to have more people to play with online.

The website is here:

http://twilight.tauniverse.com

and the latest version is here:

http://twilight.tauniverse.com/downloads.html


What is Total Annihilation: Twilight? The list below, while certainly not comprehensive, summarizes some of the more notable features.

- Original Total Annihilation Feel

- Well Balanced Units, Structures, and Overall Gameplay

- Great Strategic and Tactical Depth

- Hundreds of Carefully Balanced New Units to Fill Strategic/Tactical Roles

- Improved Models

- Newly Added Sounds

- Errors and Bugs Fixed

- Single Player Campaigns Enabled

- Balanced Expressly for Multiplayer

- AI Built From the Ground Up

- Customizable AI Profiles

- Multi-Directional Factories

- Improved Loading and Unloading for Transports

- Nano Turrets and Fortification Turrets

- Larger, More "Naval" Feel to Ships

- Devastating Nuclear Weapons Worthy of the Name

- New Experimental Gantry Units On Both Sides


What is Total Annihilation: Twilight? Put simply, TA:T is an extension of OTA (Original TA), balancing old units and adding in new ones, as might have happened had Cavedog (The maker of Total Annihilation) not gone out of business and continued to update TA.

TA: Twilight strives to make all of the original units useful, as well as adding in new ones to fill strategic roles, all while keeping the original TA feel. While there are many units, they have been added for the purpose of filling specific roles and to generally improve gameplay and fun, and not just so we can say we have lots of units. The idea is that every unit should have a good reason to be built and used. There are some units that are more specialized, and whose ideal situation may not happen all of the time, but the goal is to never have a unit that is just not worth building, either because it is worthless in the first place, or because other units do what it does just as well. Some overlap is fine, as long as each overlapping unit has a solid reason to be built in and of itself.

While the focus of TA:T is on multiplayer, much work has gone into trying to make the single player (Against the AI) experience as fun as possible. The AI for TA:T has been built from the ground up, and includes multiple options to focus the AI on a specific type of game. For example, you can set the AI to build only aircraft, or only level 1 units, etc. All of these AI settings take only a few keystrokes to enable.

From the Absolute Annihilation Twilight Betas to Total Annihilation: Twilight

Here's the short summary of where we came from:

Twilight had been a player of the Absolute Annihilation mod for quite a while (Which was itself descended from the very popular UberHack TA mod), but when Caydr, the maker of Absolute Annihilation, decided to stop supporting the OTA version and only release new versions for the Spring engine, Twilight asked for permission to continue to work on AA and release new versions of it.

Caydr granted this permission, and so since about November of 2005, Twilight had been maintaining and releasing "Twilight Betas" of Absolute Annihilation, which continued to fix bugs and adjust balance issues found in AA version 6.0. For a few months the forums had been hosted at Caydr's own website, www.caydr.com, but an announcement on the front page of the site on January 30th, 2007 stated that he was too busy to keep the site going, and was going to let it lapse. The "Twilight Betas" had changed things substantially since Twilight had taken over development, and he wanted to avoid confusion between the latest "Beta" (Released February 13th, 2007) and the last "official" release of Absolute Annihilation for the TA engine (Instead of the Spring engine), which was put out in the summer of 2005. Because of this, Twilight had been planning to break off and rename the mod, so that he could drop the tenuous "Beta" pretense, and just develop this new mod officially. Caydr's announcement sounded like a good excuse to get that moving, and so, with deep thanks to TAUniverse's gracious hosting, Total Annihilation: Twilight began!

Since taking over in November 2005, Twilight released about 12 new "beta" versions of the AA mod, ending with Twilight Beta 5.7. Instead of 5.8, the next version was Total Annihilation: Twilight v1.0, released in March of 2007 (Lately there is about 1 new version released every month or two, depending on the number of changes made). TA:T is now up to version 1.5a, and Twilight continues working with the community on fixing bugs, balancing units, adding in new units to fill needed roles, etc. TA:T has a small but active community who post quite frequently in the forums regarding balance, new ideas, etc, and we usually have several multiplayer games going on each day and evening.

We are a very welcoming and friendly group of people, and primarily are looking to find new people to play with on-line and introduce to the fun of TA. We have started a tournament recently, but generally just play friendly games. Veteran players and newcomers alike are both welcome!

You can contact me through MSN Messenger or email with twilight13[at]gmail.com.

Thanks, and I look forward to playing with some of you on-line.

Twilight
 
Thankyou bot- you might actually be useful!
 
Thankyou bot- you might actually be useful!

Actually, I'm not a bot. Just trying to spread the word that Total Annihilation (and this mod which extends it)is still alive and being developed.

Sorry if I seemed spammy.

Twilight
 
Actually, I'm not a bot. Just trying to spread the word that Total Annihilation (and this mod which extends it)is still alive and being developed.

Sorry if I seemed spammy.

Twilight

OMG.......some...sombody film this document this do something!!
 
So why does my SC crash when I load it up? It does not give me a message on why it did that (so I must meet the requirements or something) but after the loading screen thing comes up, the computer resets.

Anything why that happens? Can't be the heat as I was playing it during the winter months and the CPU fan and the power supply fan sounded normal. I mean, I really want to play Supreme Commander, especially with these holidays, but my computer won't let me do so due to the resetting thing!
 
Have you got a pure working version and which site did you get it from?
 
I have tried the game and am very impressed, i will definitely get the exp pack forged alliance. Building up armies is not hard, tier 2 is enough to kill the enemy commander.
 
Two big reasons stick in my mind.

#1: Mass fabricators (the factories that convert energy directly into mass without requiring a mass deposit) are severely nerfed in FA.

#2: This is the really REALLY big reason. And it's that T4 units just get completely messed up.

Before the playable demo of SC ever showed up, I was repeatedly watching the demo movie of a lone Cybran Spiderbot stomping inexorably towards the UEF base, crushing entire armies beneath its feet and incinerating everything in its path.

When I finally got my hands on the playable demo, called my officemates in and passed it around to them, the unholy terror of the Spiderbot lurked in the future practically every moment of the game. When a Spiderbot did come your way, if you weren't totally armed to the teeth, YOU WERE DEAD CHARBROILED MEAT. The sheer terror inspired by T4 units (and the malicious glee I experienced at using them, because it was usually MY Spiderbots heading towards THEM) were something that had never been in a game before. It just made the game. The Spiderbot was bigger than the awesome Big Bertha artillery cannon from TA. Bigger than Krogoth. Bigger than big.

Then the game began to screw the T4 units up left and right. First I discovered tactical missile launchers. Build a nine-pack of those things, and a single volley of nine missiles--aimed correctly, anyway--can toast a Fatboy or a Spiderbot instantly. And out in the field, there was no defense against tac missiles. Then it turned out the Soul Ripper had way to many hitpoints--and the Czar "Independence Day" base ship too few. Basically the only way to attack with a Czar was to fly it over your opponent's base so the base would be flattened when the Czar was destroyed (which happened fast!) and fell on it. Then they patched the Scathis--reducing its energy requirements by two-thirds and vastly increasing its hitpoints--instantly making the Scathis into a massively-overpowered game ender.

And finally, I discovered that FA tuned most of the T4 units way down, reducing their hitpoints and damage output and increasing their speed. Pretty much the same was done with nukes--those were also badly nerfed, and they are no longer worth the cost.

Basically, a whole lot of factors acted in concert, and Tier 4 ceased to be the unholy terror that it once was. In my opinion the latest version of the game is now just another RTS game--although still one with an extremely awesome interface (specifically the way zooming in and out with the mouse is handled--this, all by itself, sets SC two rungs above everyone else).
 
Good thing Mjwhear told me about a few of the features in Supreme Commander and told me some of the units. I still can't get a working demo. Any reason why?
I'm getting more memory for my computer. 1 gig isn't enough!

Anyway, so in Forged Alliance, they nerfed all the powerful, unstoppable units? That does not sound right. Why can't people ever handle a turtling strategy?

I can't wait to get Supreme Commander working on my computer. It looks epic. I couldn't try it at Mjwhear's house, because he's mean :lol:
 
As far as I know nukes were only nerfed in single player campaign.
 
Good thing Mjwhear told me about a few of the features in Supreme Commander and told me some of the units. I still can't get a working demo. Any reason why?
I'm getting more memory for my computer. 1 gig isn't enough!
SC should work with 1 gig. My PC at work only has 1 GB and a GeForce 6800 graphics card--that machine is way behind the power curve, but it runs SC pretty well. Might be the Intel processor, not sure.

Anyway, so in Forged Alliance, they nerfed all the powerful, unstoppable units? That does not sound right. Why can't people ever handle a turtling strategy?
On its own, a turtle is easy to beat. You simply take over the rest of the map and then turtle up yourself. So now you're also turtled--but you have three times more territory and resources. You win.

It's not for breaking turtles--that's not why I love the Tier 4 units. I love them because they radically alter the game strategy in a good way. Investing in them is a huge risk (as it should be) and you can cost yourself the game trying to get them. They make you think big. You need huge economy and a large army to either get them, or destroy them when they're coming at you. You have to have extensive scouting and early-warning systems in place around your base--because if you're unaware of a Spiderbot until it hits your front line......it's already too late.

I can't wait to get Supreme Commander working on my computer. It looks epic. I couldn't try it at Mjwhear's house, because he's mean :lol:
Two words: duct tape. :D
 
For running SC what you need most is a dual core processor...to do all the physics calculations ya know.
 
Hmmm... but my single CPU is good. My dad has a computer which is superior to mine, but the CPU is as powerful as mine. That's just one of them though. He has 4 CPUs running at the same time on his computer.

My CPU also runs like it's two CPUs
 
Yup, I got a Dual-Core processor with XP on On side and Vista on the other.
It's good that i have XP because i can play Supreme Commander which is a fun game to play mainly because of the Experimental Units and that it gives you a chance to go against 7 other players.
 
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