- News - - Staff/Contact - - Forum - - Archives - - Links -

You said it!:

You guys out did LucasArts w/o all the $$ and support...that is incredible!
Cpt_Chronic

 
SW: TA
- Manual/FAQ -
- Downloads -
- Gallery -

 

 

 

 

 

Official Manual/F.A.Q.

Contents

  1. SWTA History
  2. Installation
  3. Playing the Game
  4. Unit Guide
  5. General Strategy/Tactics
  6. Online/Multiplayer Gaming
  7. Frequently Asked Questions
  8. Support/Other Miscellany

III. Playing the Game

This section is intended for players of SWTA who have little or no experience playing Total Annihilation. SWTA follows TA's basic resource and gameplay structure, which will be explained in detail in the following section.

To play Star Wars: Total Annihilation, you will need to launch SWTA.exe, not Totala.exe or the regular "Play TA" button that appears when placing your TA CD in its drive.

Once SWTA has started, you will be presented with the SWTA Main Screen. You can choose three destinations from this screen: Single, Multi, and Exit. Multi will allow you to play SWTA against other players via IP games. For more information on doing that, see Section VI, Online/Multiplayer Gaming. For now, select the Single menu.

From the Single Player screen, you can choose four options: Campaign (disabled in SWTA; see Section VII, Frequently Asked Questions for details why), Skirmish, Options, and Load Game. It is highly recommended that you changed your Game Options via the Options menu before starting SWTA. Use the Interface menu to change your Interface to Right-Click, if you prefer StarCraft-style moving/attacking via the right mouse button; Total Annihilation default is set to Left-Click, similar to the Command & Conquer series' style of gameplay. Also recommended is changing your Screen Size via the Visuals menu to the resolution you run your Windows Desktop at.

To play SWTA, select Skirmish from the Single Player screen. This will take you to the Skirmish Setup screen. The upper-right portion of the screen is a list of Players; Player should be the only one listed originally. Under Player should be three slots, available for computer players (Note: to enable up to 9 computer players, press *X at the Skirmish Setup screen).

Next to each player's name are several options, customizable for each player: Side, Color, Ally, and Starting Resources. You can choose either IMP or REB for your Side, and any Color you want for unit identification. The Ally menu is used to ally two players to one side, including AI characters. Simply give two players the same Ally shape. Once a match is made, the "break" in the shape will mend, signifying a team has been made. You can also adjust the amount of Minerals and Energy each player starts with. You may be tempted to give yourself the largest amount possible, but keep in mind that most online games are played with at most 5000 starting Minerals/Energy. If you plan on playing against other humans in the future, now is the best time to start training yourself!

Once you've added a Computer player and customized your sides and resources, you can review the other Miscellaneous options:

  1. MCV/TMB: when set to Game Ends, destroying your enemy's MCV or TMB will end the game. Since the MCV/TMB is a rather fragile unit, most players prefer to play on Continues, in which you must destroy each of your opponent's units to win the game.
  2. Location: every map has a series of "Spawn Points," places where players start the match in increasing order. Setting this option to Fixed means that Player 1 will always start in the same place for a certain map, as will every other player. When set to Random, players are randomly scattered about the map. This might include right next to your starting position, so watch out!
  3. Mapping: when set to Unmapped, the entire map is hidden to you until you explore that area. When playing a map you've never played before, try choosing Mapped, which will let you view the entire map without exploring. Note: mapping is completely separate from Line-of-Sight. Mapping refers to terrain you can see, LOS to any enemy units you can see.
  4. Line of Sight: Permanent LOS lets you watch enemy movements in areas you've exposed on the map (playing Permanent LOS with Mapped mapping allows you to see the entire game permanently). True LOS is what most players use: you can only see enemy troop movements when you have units of your own in the area. One of Total Annihilation's most innovative features is that elevation affects a unit's sight range. A unit higher up will have a larger sight-range than one at the base of a mountain. Circular LOS is similar to True LOS, but ignores elevation factors. Units can always see the same distance, regardless of the terrain. This also means they can see "past" mountains and ridges.
  5. Difficulty: refers to the difficulty of the AI. Each difficulty has an effect on the AI's resource levels only, not the actual intelligence of the AI. Setting the computer to Easy will cut his resource intake by ¾; a Medium AI will get ½ resources; and a Hard AI will get full resource production.
  6. Select Map: lets you choose which map to play on.
For now, add one Computer and set him to REB. Set your Side to IMP, and put Starting Resources for both of you to 5000 for both Minerals and Energy. Put the game on Permanent LOS, Mapped mapping, and Continues for TMB/MCV. Choose the map Lava Highground, and put the AI to Easy. Then start the game.

When the game loads, you'll be looking at your TMB, your "commander." The TMB is a construction unit, meaning it is responsible for building structures. If the game is not already paused, press the Pause key on your keyboard to do so. Now look at the top of the screen, towards the words Minerals and Energy. The blue/yellow bars represent your current stores of resources, with 0 stores being represented by an absent bar, and full resources (currently 5000) represented by a full bar. These bars will rise and fall depending on your resource input.

Next to each bar are two numbers, one in green and one in red. These are your resource intake/outtake meters. The green represents how much of that resource you produce every "tick," a tick being one second at Game Speed Normal. Similarly, the red number is how much of that resource you are spending per tick. At the start, you should be producing +1.0 minerals and +25 energy, and using -0.0 minerals and -1 energy.

The two resources differ in the following way: the cost of a unit in Minerals is proportional to that unit's armoring and firepower. More advanced units cost more minerals than less advanced ones. Minerals is not used for anything other than unit/building construction. You acquire minerals by placing Mineral Extractors on Mineral Patches, which show up in-game as silvery veins of metal. On a large mineral patch, an Imperial Mineral Extractor should produce around 2.5 minerals/tick.

Energy is more abundant than minerals, and thus the cost in energy of constructing a unit is typically several times larger than the mineral cost of that unit. Energy is produced by power plants, which will produce about 25 energy/tick. In addition to unit/structure construction, Energy also powers the functions of your units. Units take energy to move and fire laser-based weapons. Although it is a small amount, it can quickly add up, so be sure that you have ample energy supplies for your army.

Now for the "big picture" of the SWTA resource system:

  1. When you start construction on a unit or structure, the resources for that unit are slowly drawn from your stores on a tick-by-tick basis.
  2. The combined draining of your resources from several construction projects is represented by the red numbers next to your resource bars.
  3. Using more resources than you are producing is not a fatal procedure. As long as the drain does not continue forever, you are ok. That's why you have resource stores, so that you can go for periods of time with less production than consumption.
  4. To increase your stores, build Storage Facilities. This is useful for saving extra resources, rather than let them go to waste because you don't have the storage space for them.
  5. If you get to the point where you have 0 resource stores and are using more than you are producing, you will enter a 'building stall," also called a "nano-stall." Everything will produce much slower than normal, and you are advised to stop construction projects until your resource intake/outtake is balanced again.
Now that you understand the resource system, let's get into gameplay. Select your TMB. When you select a unit or structure than can build other units/structures, their build menu will appear to the left of your screen. Simply click on the structure you wish to build, and click where on the map you wish to place it. For now, click on the Fusion Generator in the upper-right build spot. While holding Shift, click twice on the terrain near your commander where the outline of the box is green. This signifies that the terrain is suitable to place that structure on. Holding Shift while you click allows you to "queue" up many structures at a time, rather than clicking on the build-pictures for that building each time.

After your TMB starts building the first of the Generators, click on the Mineral Extractor build-picture. While again holding Shift, click on the two Mineral Patches closest to your TMB. Once the TMB is done constructing the second Generator, it will begin to construct your Extractors. As you queue up more buildings, the TMB will process those commands in the same order they were given. The same process is used for Move, Patrol, Repair, Reclaim, and Attack commands.

Now have your TMB build a Barracks. To build a Barracks, click on the small right-arrow above the Stop command. This will let you access the next page of the TMB's build menu, on which the Barracks is located. Click on the Barracks, then place it on the battlefield (holding Shift if you TMB is still building the Extractors).

As soon as the Barracks is completed, select it. While holding Shift, click once on the top-most Stormtrooper picture. Holding shift will let you queue 5 units at a time. Then click on the Construction Droid picture. Units are naturally queued when built from a lab; you do not need to hold Shift like you do with structures. As soon as the Stormtroopers are finished, select one of them and press Control+Z. Doing so selects all of your units of the same type. Then press Control+1, which will group your units into Group 1. To select these troops at a later time, press Alt+1. (Note: If you dislike having to press Alt-1, press Enter and type "+switchalt". You will then only have to press 1 to select that group). If you want to assign all units built by a specific lab to the same Group, simply assign that lab to a Group. All units afterwards built by that lab will be automatically added to the Group.

Select your Stormtroopers and tell them to move away from your base, towards your enemy's, using the Mini-Map in the upper-left corner as a guide. As soon as your units get in-range of a unit they consider a "threat," they will open fire while still moving. Maneuver your units so that they continually fire, while still making them hard-to-hit targets. Eventually you will either kill all enemy units, or have all your units killed. In either case, you've just seen how battles in SWTA take place. (Note: If you want your units to fire at non-threats automatically, press Enter and type "+shootall")

And those are the basics.

Back to top.

 

Disclaimer


SWTA and all it's content is a work of fan fiction. Star Wars, and all associated content (whether trademarked, copyrighted or otherwise protected by federal, state or other intellectual property law) are property of LucasFilm Ltd. We produce SWTA for our own use, and for the enjoyment of our fans. We make no profit, and do not feel that it is detrimental to the Star Wars name, brand or license as a whole. Questions should be directed to HANSOLO.
 
SW: Imperial Winter
- New Site -