Total annihilation core contingency ending relationship

Total Annihilation | Revolvy

total annihilation core contingency ending relationship

Note that this is a Core Contingency mission guide only. . up and land him at the base of the center of the plateau's edge to end the mission. That's literally all there is to the story - the only cutscenes are the intro and ending (and for Core Contingency not even that) and just a narrator. Total Annihilation Universe (TAUniverse) is the biggest Total Annihilation website Two expansion packs were released: The Core Contingency on 30th April may still suffer depending on internet connection speeds), but be warned that the to attempt to end the war: either on the Arm's bucolic Empyrrean or the Core's.

Structures can be built on steep terrain to protect them from artillery fire and to create choke points. The wind, tides, and gravity on different maps also vary; some maps have strong wind gusts and are more suited for gathering energy via windmills.

Plant life is often flammable and can be set on fire by shooting it.

total annihilation core contingency ending relationship

Maps The game features a number of terrain and tile sets. These represent several different planets that the war between the Arm and Core is being waged on, and contain various unique characteristics.

The Core's home world, Core Prime, consists of inorganic metal structures and inky black seas. Since everything is made of metal, the player has unlimited access to this resource and can afford to build armies and bases more rapidly than on most other worlds.

Other maps include the Arm's home planet, a grassy green area of forests, hills, and blue water, a barren desert world with rocks and mesas, a Martian landscape, a sandy planet with beaches and blue oceans, a volcanic world with lava instead of water, an ice planet, and more.

Many maps contain lakes or oceans; these are impassable by most land units and will require ships or aircraft to reach different landmasses. Certain land units can travel underwater, but in doing so may be attacked by enemy ships and not be able to fight back.

Other maps contain lava or acid which is completely impassable except by aircraft. Plot The game's start-up credits give a summary of the game's narrative: What began as a conflict over the transfer of consciousness from flesh to machines escalated into a war which has decimated a million worlds.

The Core and the Arm have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged planets, their hatred fueled by over four thousand years of total war.

This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other. Screenshot of an Arm campaign mission. The interface is visible along the top and left sides, displaying resource, minimap, construction and movement information. In the far future the galaxy is ruled by a benevolent central body of humans and artificial intelligences called the Core a contraction of "Consciousness Repository".

The Core's technological and economic triumphs have allowed humanity to colonize most of the Milky Way and enjoy peace and prosperity. However, the balance is broken by a technological breakthrough which allows the consciousness of a human being to be reliably transferred into a machine, thereby granting theoretically indefinite life in a process called "patterning".

Following a mandate imposed on humanity by the Core requiring everyone to undergo patterning as a public health measure, a rebel band is formed out of colonies from the edges of the galaxy hence named the Armwhose members refused to leave their natural bodies to join the Core's machines. A war lasting four thousand years followed, with the Arm mass-producing clones as pilots for its vehicles and the Core duplicating consciousness-embedded microchips to pilot its own machines.

An alternative explanation for the two warring sides stems from an inside joke conceived by the developers. The game's two campaigns focus on their respective sides' military leaders, the Commanders.

The story of either the Core or the Arm starts with an effort to defend the protagonist's homeworld and initiate a turning point in the overall war.

total annihilation core contingency ending relationship

The player then fights a series of battles on a number of planets and moons, as transported to through Galactic Gates, a fictional form of faster-than-light travel. As the player progresses, more units become available for construction, either through the course of background story or upon completion of a mission centered on the unit in question. Mission objectives include protecting a vital structure or area, eliminating all enemy units, or capturing a pivotal enemy unit.

The worlds upon which the player wages warfare force the player to adapt to different strategies; for example, deployment on a world whose surface is entirely composed of archipelagos necessitates the construction of an effective navy. Some have occasional weather conditions, such as meteor storms. Once you have a good number of Samsons, say about twenty or so, send them north with your Commander.

The Core base to the east is also lightly defended, so capture or destroy whatever you like. The Hovercraft Platform is to the southeast, guarded by nonfunctional, you cut the power supply Gaat Guns. Capture it, and use Snappers to help clean up the map. The last Core base is in the south corner, defended by more nonfunctional Gaat Guns, some Crocs, and a Pulverizer. Take out the Advanced Vehicle Plant and you should be set.

This is a harder mission. The primary difficulty is that the Core is well entrenched here. Start by build Solar Collectors and Metal Extractors. There are several more patches of metal to the northeast of your current position.

The easternmost patch represents the farthest point you can build without being pounded by Core artillery. Build several Construction Kbots and ring your perimeter with Defenders. Taking that out and capturing their Moho will help you greatly. It will also knock out Core air production. Build your own Mohos and a Fusion Reactor. The base to the farthest north contains a Fusion, the destruction of which will aid immensely in your efforts. The central island is well defended, but the Bertha will help clear out most of it.

All of them must be destroyed. This mission is difficult.

Core Contingency Mission Guide - Total Annihilation Universe

Air defense is your first priority for a while. Reclaim one the two major pieces of metal, to ensure a sufficient supply. The Core will be attacking relentlessly, mainly with Rapiers and hovercraft. Destroy them when you get a chance. Get an Aircraft Plant up and running and build Freedom Fighters to help guard your base. Build Mohos and a Fusion as your resources allow. Build an Advanced Aircraft Plant and Brawlers to destroy the Scorpions in the southeast, next to the beacon.

You must capture it. Despite the title, this mission features meteor showers, not earthquakes. Metal is not an issue for this mission. There are two huge veins of ore nearby, one just northwest, the other a bit west and then north. AA weaponry is a must, so get some Defenders and Samsons out for defense. The Core has heavily mined the central and far eastern passes that lead out of your base. Radar will be needed to ensure complete destruction of the fields.

Attacks are mainly Morties with Freakers from that eastern pass, so plan accordingly. A lot of ship-to-ship combat involves abusing long-range, as everything can shoot well beyond sight range and acquiring vision. I just sort of wish ships were a lot cheaper because as with most games, ships get slaughtered by a well-positioned ground offensive.

Everything costs a fortune and moves slooooow. Well the construction hovercraft somehow manages to be both utterly unwieldy and in possession of a god-awful nanolathe. The hovercrafts themselves are no better, being too expensive to be worth using.

Too bad, because it was a cool idea to incorporate them. Well there are quite a few, but I'm only going to focus on three because the rest have some unfortunate weakness - insufficient range, unfortunate tech tree placement, absurd cost, or some combination thereof.

Anyone who played the game will notice that I'm omitting quite a few of the remaining units, structures, and the like.

total annihilation core contingency ending relationship

And that, perhaps gets into one of the biggest problems I have with this game. It has so many units, probably hundreds, and yet only a few are particularly useful.

Which on its own is kind of fine; obviously some units will see more play than others. But the reason that most of these units are not that useful is because they're too unwieldy or buggy. Why is the Warlord a really nice and powerful offensive capital ship whereas the Millennium is a pile of suck? Because the laser turret on the Warlord doesn't miss as much as the double cannon of the Millennium. Why is The Can unfortunate to use?

Total Annihilation: Krogoth Encounter Mission Intro and Ending (The Core Contingency)

Too unwieldy and even with its massive defense it will just get shot down before being able to use its laser weapon too bad, it's a cool design. I could go on and on, but I do just get the feeling that this game just works in such a way that units that are the most useful are the ones that you can count on not to bug out on you stupidly.

Which makes a whole lot of units kind of useless.

total annihilation core contingency ending relationship

Resource System So this game has two resources: You get metal from metal extractors, and power from power-generating structures. Where it gets interesting is in that you also have a secondary source of each: When you kill units they may leave behind valuable metal; when you are on a forest map you can eat apart the forest for energy.

Which makes the construction vehicles that much more useful; they serve not only the purpose of building stuff but also as your secondary resource gatherers. And in fact, that's probably the most interesting and valid way to characterize this game: Fight battles, loot the kills, build important stuff, and kill your opponent with it.

The units aren't great for micro, which as previously mentioned killed off Battle Tactics. But the macro mechanics, balancing your two resources, gathering enough supplies to keep your economy going, that's what makes the game what it is and what I enjoyed most about it.

One fault though, one that kind of makes the game a clunky one as a result of its most important feature. All this logistics also contributes to a situation where ungathered resources are also obstacles. Great, now you can barely shoot over the rubble.

Total Annihilation: The Core Contingency

And while there certainly is an argument to be made that this "adds strategy" my previous argument of "what isn't buggy is what works best" comes here too. Frankly I myself - and the more competitive players I watched - mostly just used units that didn't really get bothered by it.

Sufficiently large numbers of rubble and you might as well just have an airplane game; they don't give a shit about rubble so you can actually get places. Also I wanted to mention two extreme scenarios on this issue that were actually kind of enlightening.

The first is the "money map" scenario, the case of playing on CORE Prime where everywhere there is metal as far as the eye can see. And the other situation, the resource-starved situation, where you have to actually rely on metal makers and on looting in order to even have enough metal to be able to function. Basically, the resource structure is really what determines the dynamic of the game, and I have to say it's clear that this is what the game is mostly about.

Race Design There are two races: Of course, a few of the differences are highly significant - Warlords are great while Millenniums are not - but in general there is a similarly functioning counterpart on the other race for any unit. As far as I am aware, ARM is more commonly played in ladder. I'm not surprised; out of units that are likely to appear in a competitive game, theirs just seem to run a lot more smoothly. Hard to exactly pinpoint where and how considering I generally like CORE more except for the one, brutal blind spot of not having a good answer to the Pelican or Maverick.