Mod: TA:Frenzy
Version: 1.41
Forum: http://www.tauniverse.com/forum/forumdisplay.php?f=151
Author: Franois


How to install: it is strongly recommanded that you first uninstall your current TA, delete
its folder and then reinstall it properly (TA + Core Contingency add-on - only optionnal - +
3.1 patch).
Once you're done, make sure that you are not using any 3rd party mods, units or weapons. You
must have Total Annihilation patched to 3.1 (official extensions aren't required). Remove the
six Cavedog's post-release units (Fark, Necro, etc...), these ones are already included into
the mod. Extract all the content inside this rar file into your main game directory (example:
c:\CAVEDOG\TOTALA). Nearly all original hpi, ccx and gp3 files will be replaced with the ones
from TA:Frenzy; this is normal, but also means that you should perhaps create a complete
backup of your TA directory before installing this mod. Note that the totala.ini file is 
already edited properly and must not be changed in any way. The ingame unit limit has to keep
set to 500 otherwise the game will crash (as soon as someone has tried to build certain special
units).
Installation is complete. Start totala.exe, and enjoy the mod. You can now install your maps 
and map features, but do never install any unit or weapon since they will conflict with 
TA:Frenzy and inevitably result in numerous crashes.


Notes:

/ Examples of files NOT to put in the TA folder when playing TA:Frenzy:
- TA_Map_Weapons_2009.ccx (3rd party weapon)
- units.ufo (remainders of your previous UTASP installation)
- IS-ARM-Krait.ufo (3rd party unit)
- Atl5-AO-EG_Set.hpi (3rd party tileset. Place it in your Annihilator folder, instead)
- AdvSeaComCenters.ufo (part of the units that are included in Military Base Iron Eagle map. 
Never use this sort of files with a mod, unless you know what you're doing).

/ Core Contingency and Battle Tactics add-ons are not required but if you have them then make 
sure you replace the ccdata.ccx and btdata.ccx files with the ones that come in this very rar
file! To those who don't own the commercial version of either CC or BT: don't put any file 
named "CCunits.ccx", "CCfeatures.ccx", or "BTunits.ccx" in the TA folder: this will strongly 
mess up the mod. Everything CC or BT required is already included in rev31.gp3 (in modded
shape, of course).

/ +Shootall by default is automatically activated when the game starts, so you don't need to 
either install the .exe hack or type +shootall ingame. Generally speaking, I don't recommand 
you to use other hacks such as 10000 atm, NOCDcrack, etc... I've experienced some crashes 
with them.

/ Evolva models are fully included in this version, so you don't need to install them 
manually (Don't put an "Objects3d" folder in TA directory).

/ For those who use the TA DEMO RECORDER: make sure that "TADEMO.ufo is removed and the 
.sonar command isn't used. Also, do not install TADR's McnTerra patch" (thank you DannyU for 
these clarifications).


About the mod:

- Bugfree, and hopefully balanced. Was meant to counter the repetitive and unoriginal tactics
that, sadly, many experts or even decent TA players overuse in most online games. At first
glance, the amount of units may discourage many people; it turns out however that each of
them has been individually and deeply taken cared of (except for the modelling/texturing part, 
which, I admit, never spent much time on), to finally include them into the fast, ruthless, but 
as I believe it coherent gameplay I wanted this mod to feature. TA:Frenzy doesn't have any ender 
unit (the Tech 4 can be reasonnably taken down by the lower level).

- Every weapon (saves for a few ones) uses energy, metal, or both to fire. Commonly, laser 
and pulse weapons use energy; plasma canons, missiles, and rockets use smaller quantities of 
energy, but they require some metal. Successful attacks on enemy's ressource structures may
seriously disavantage a yet superior army walking to your positions. It should be noted
however that the cheating Ai could, under certain circumstances, appear to be barely affected
by its loss of energy or metal production.

- Special damages are enabled in this mod. They are meant to prevent some of the stereotyped
situations that downgrade the RTS genre. The way they have been included in this mod is far
too complex to be summarized in one paragraph; I'll just affirm that I did my best to have
them as discret and understandable as possible. Most of them can hardly be noticed while
playing, they rather tend to enrich the gameplay as a whole, rather than arbitrary preventing
such type of unit to destroy another kind. This last situation is very rare, but can happen.
Certains units indeed have very strong protections for example against energy weapons, or
they own an armour that reacts well against massive explosions but would not endure the
chirurgical burn of a laser, etc, etc... But again, these examples are a billion away of what
the mod actually does in that area. You will learn to vary your troops. A powerful group of
even five or six different units will always do the damages it was expected to. It is 
possible to counter certain units individually, but even slightly mixed armies definitely
begin to avoid the notion of special damages; a feeling that obviously tends to increase as
the group gets more and more varied.

- For those who, for some reasons (mostly people having issues and willing to verify the data
of the mod), would be using the Conflict Crusher, then know that TA:Frenzy doesn't generate 
any conflict AT ALL. If you see one, or many (orphaned weapon, id weapon, menu, ect...), then 
please re-install everything, and correctly this time!

- If one unit (be it one of yours or Ai's) doesn't seem to fire, then don't think that's
because of a weapon conflict somewhere. The unit simply doesn't have the required amount of 
energy or metal to fire. Also, remember that there are some special weapons that might take 
long to reload...

- Greyed out units which appear in the build menus are the few ones from OTA or CC that I 
decided to remove. There's no way you can build them because they don't actually exist. I
could remove them, but, for some reasons, I don't want to do it yet.

- All the sounds (except one) have been turned into 8bit mono 11khz mode both to reduce their
size and make them compatible with the MAC configs (thanks to Greybeard1 for the advice). 

- Pathfinding has always been a problem, not only in TA, but also in RTS in general. Between
having minor visual glitches (units over-lapping other ones) and having entire groups unable
to move further, I made a stand. The pathfinding in this mod is thus somewhat better than
TA's.

- The ARM Charged requires a CHARGER to be built nearly in order to have its laser weapon
greatly improved. The CHARGER can be built by the ARM RX79HOVER (ARM Advanced Vehicle Plant).

- The AA paralyser turrets have 3 levels of damages: * the targeted plane is so big or fast 
that it cannot be stunt at all. ** The targeted plane is stunt (I mean it cannot fire) BUT 
it can still escape from the stunning field of the paralyser turret. *** The targeted plane 
is stunt AND it cannot escape the stunning field, so it becomes very vulnerable, unless the 
turret happens to lack of energy and thus stop firing!

- The CORE Rhino won't fire unless attacked.

- The CORE Superbus shots at other units automatically, using its main weapon. You can order
it to attack underwater units with its torpedos, but that's all.

- The ARM Fat Shrew can carry units but the proper buttons are on/off instead of the expected 
load/unload. Make sure that the units are standing in front of it during the process.

- Having entered its mech form, the Lightning VF-4C requires that you order it move even just 
a little in order to start using its secondary weapon (laser). Don't move it too far away, or 
it's likely he'll turn back into its plane form instead. Don't worry, you'll know well how to 
deal with that unit after a short time of practising...


All releases:

version 1_00	(Birth)
version 1_12	(Heavily tested without any known major bug)
version 1_18	(Tested beyond sanity)
version 1_24	(Great balance and new features)
version 1_25	(Little fixes and improvements added)
version 1_27	(A new step...)
version 1_35	(The neat version)
version 1_40	(Unexpected come back!)
version 1_41	(Stability issues fixed)


Full changelog history ----------------------------------------------------------------------


v1_41 changelog:


Fixed a bug which could lead to crash to destkop.
The ARM Fat Shrew is slightly less resistant.
Reduced the speed of the CORE Omicron (again). Buildtime increased.
Slightly reduced the amount of damages dealt by Commanders' d-gun to other commanders.
The ARM Conqueror and CORE Executionner now use real light torpedos as secondary weapon. Their
Depth charge weapon is preserved, and is now tertiary.
Slightly reduced the damages of ARM Gemini's d-gun weapon.
The CORE Duke is slower and less strong.
Increased the buildtime and energy cost of the ARM Squall
Increased the buildtime of all lvl1 planes (except builder planes, but including light 
seaplanes) by 10%
Increased the buildtime of all lvl2 planes by 12%


v1_40 changelog:


Now fully compatible with the TA_Features_2010 (previous version isn't!)
ARM Zeus is now faster
Increased the energy cost of CORE Jackal's main weapon
Decreased the range of the CORE Jackal's main weapon
CORE Omicron is now slower
Increased the metal and energy and the permanent shield cost of the CORE Guardian; also
increased the buildtime of that unit
ARM Naga and CORE Reciprocator now take more damages from classical EMG weapons
The ARM Overload Tank is now a little faster
The ARM Overload Tank now has a very fast laser when charged by a nearby charger
CORE Black Dragoth has been replaced with MADTA's Stratos. The unit has been fully and even 
carefully re-textured to fit better with the mod
The CORE Rotor has been replaced with the CORE Shiva (size of the original model has been
reduced)
slightly increased the damages of the CORE Troll's main energy weapon. Also increased its 
area of effect a little
The ARM Thornado now costs more metal (+200) to be produced
The ARM Thornado is now a little less strong
ARM Whirlwind's weapon is now slower, firerange also decreased, reload time increased
The ARM Whirlwind moves slightly slower
Reduced the damages done by the ARM M4432 Mortarizer's and CORE M4547 Scorpio's mortar
weapon
Also reduced the speed of those very units
The ARM Hammer and CORE Thud are now faster
Weapon of the CORE Wren has been re-balanced; it is now more powerful
The ARM Leo now has a medium range canon as single weapon
Commanders' D-gun now deal real (but not full) damages against other Commanders
The ARM Avalon does no longer have its special but also terribly useless weapon. Instead, it
uses very light AA laser.
The ARM Alkemist can now be cloaked
New ingame effects
Weapon of the ARM Tempest has been improved, is now a little more harmful, and its reload
time is less important.
The CORE Archdemon now replaces the CORE Combat Commander. Both units have the same role and
properties. However, the CORE Archdemon, in place of the heavy machinegun, is granted a
special energy weapon.
The ARM and CORE Cloakable Fusion Reactor now cost more metal to be built (+1000). Buildtime
increased as well (+20 000).
The ARM and CORE Super Fusion Reactor now cost more energy to be built (+70 000)
Slightly increased the range of the ARM Bantha's and CORE Krogoth's main weapon.
Decreased the velocity of the ARM Bantha's main weapon, to reduce the probability of ending
with too many missed targets.
The ARM Nike has been replaced with Bedlam Design's Raptor
The ARM Turtle has been replaced with a variant to TAAN's crabe model (made by Tam), and
is now named Invisio. Still has a light machinegun as main weapon, but now uses a light
paralys laser as second weapon. The unit has the same properties than the one it replaces,
except that it does no longer make any metal, and that its permanent energy need has been
increased due to its built-in radar and sonar.
The ARM Gemini no longer needs to fire 100 rounds before being able to use its dgun. That
feature was somewhat annoying and useless. Its tertiary weapon now works as a classical one
(reload time, metal and energy cost edited accordingly).
Changed the explosion effect of the ARM Magnum's missiles
The ARM Dark now costs more energy (+4000) and metal (+800) to be produced. Buildtime also
greatly increased.
The ARM Pod is now much less resistant
The ARM Grayhound is now granted a stronger armor
The CORE Fallout has been re-balanced. The unit moves a kinda slower, but is more resistant.
Reduced the damages done by ARM Maverick's weapon
Reload time of the CORE Protoss' weapon has been decreased (about -1 second)
The CORE Vampiro has been re-textured
The CORE Velo now deals a little more damages by default (+18), and its reload time has been
meticulously reduced
The ARM and CORE Air Repair Pad and the ARM Colossus and CORE Hive are now much better at
repairing planes
The CORE Scorpicore has been re-balanced (its armor is a little less strong, the unit is
slower, buildtime and energy cost both increased, metal cost slightly increased as well)
Re-balanced the ARM Archer and CORE Shredder (metal and energy costs both increased, these
units are slower, armors are now a bit less resistant)


v1_35 changelog:


Ai has been greatly reworked. The easy mode is now really easy, the medium mode is not as harsh as 
the one from previous versions, and the current hard mode is the perfect twin of the medium mode from 
1_27 version.
All units' pics are back!
Cleaned up the "moveinfo" file, not to go over the 32 movement classes limit. Hundreds and hundreds of 
duplicate lines of code have been removed during the process, as all mobile units' (except planes) registries 
concerning their moving abilities now refer to one single file. Expect small performance improvements... 
The ARM Statis has been replaced by the GKX-lightning, an high tech stunning bomber/laser mech that strikes
using paralys energy bombs when flying, and that turns into a fast attack kbot after it has landed on the
ground!
The CORE Stratos finally works fine, it won't get stuck everywhere and now uses a real pathfinding.
The CORE Stratos retrieves its original and bigger model. Footprint edited accordingly (now 4x4 
instead of 3x3). 
Since the CORE Stratos has been fixed, I've given it back its previous values, as they were meant to 
be in my original intent; overally, the unit is thus much slower.
Reduced the ARM Fat SHrew's footprint as an attempt at fixing its problems while walking (blocking 
when facing a rock, or a dead unit, etc...). This unit now works very well and hasn't pathfinding 
issues anymore (Thanks to Zwzsg for the help)!
The ARM Fat Shrew should now be able to climb any kind of cliffs and slopes. And it is now actually 
100% amphibious.
Since the Fat Shrew is now fully manoeuvrable, I decided to reduce its armor slightly, not to leave 
it completely overpowered (shield is now 0.14 instead of 0.11, where 0.XX means which percentage
of damages will the unit actually recieve).
Also reduced the Fat Shrew's sight distance, it is now 1500 instead of 2000.
Various improvements in CORE Vulcano's weapon. Firerange greatly increased and the unit can now attack 
planes.
AA weapon of the ARM Phalanx, ARM Archer, CORE Copperhead, CORE Shredder and CORE Atlantis has been 
greatly improved. It is now slightly guided, and will give actual results against Aircraft (the Phalanx and
Copperhead specially are no longer totally helpless...).
The CORE Carmageddon is now a plasma canon. The ARM Pluton's weapon simply didn't fit too well with it.
Sight distance of the CORE Black Dragoth has been greatly increased (+900).
Most light projectiles/energy beams or pulses can no longer pierce the armor of the CORE Rex (that unit was
a kinda underpowered).
Sight Distance of the CORE Rex has been slightly increased (+70).
The CORE Neutrox is now less strong (-135) and its sight distance has been decreased (-40) (that unit
was too cheap).
The ARM Advanced sonar stations were completely useless and thus have been removed.
As a direct result of this, the Crawling Bombs (Invader for the ARM, Roach for the CORE) are back! Both are 
totally different from each other.
Weapon of the ARM Defender - NS and the CORE Stinger has been improved so it would no longer miss air units 
that often.
Reduced a little the damages of the ARM Archer's and CORE Shredder's main weapon (-15, only for the "default" 
damages, planes are still heavily harmed by this weapon).
Removed the missile weapon of the ARM Archer and CORE Shredder. I replaced it with an already existing and 
lighter missile weapon (another attempt at balancing these slightly overpowered units).
Balanced the ARM Avalon and CORE Grongo to make them more useful. Grongo is now much heavier (+1000 armor) 
plus it has increased sight distance (+10), and the Avalon now has a new weapon (shamefully borrowed to 
the Counterstrike mod... I hope it won't hurt its authors too much) that will damage all CORE sea units and 
structures (except underwater ones), and hovercrafts as well.
The CORE Troll now moves a kinda faster (+0,40).
Slightly increased the damages of the CORE Troll's main weapon (wave of energy).
The sight distances of the ARM Sea Dragon and CORE Shaolin have been increased (respectively +200 and +100).
ARM Coal now produces 116 energy (-130) and CORE Oil now produces 107 energy (-130). For some reasons I 
won't explain here, it took me a while before I can balance these units properly. Better late than never...
The ARM and CORE Geothermal Powerplants now produce respectively 427 and 422 energy (-70 for both).
The ARM Grayhound now deals 249 damages by default and its special damages against structures have been 
increased (+50) as well.
The CORE Guardian should now make a better use of its rocket weapon.
The CORE Fluxor now costs 348 247 energy instead of 327 000.
Small arrangments in build menus.
Minor fixes and improvements.


v1_27 changelog:


ARM Orb's Sight Distance has been increased.
ARM Orb now aims much faster.
ARM Orb's weapon has been totally modified. Damages overally increased.
ARM Fat Shrew's sight Distance has been greatly increased.
ARM Fat Shrew is now clearly stronger (it was less strong than an Orcone in previous 
version!).
ARM Fat Shrew's foot stomp weapon has been improved (should work better now, but watch out 
your units!).
CORE Guardian (aka Gemini) now uses some energy (27.8) to keep its quite strong shield 
activated. You cannot on/off it.
CORE Rhino's weapon is now a kinda more powerful (+3 only, but has to be taken into 
consideration that its reload time is super fast, so that's a real improvement). Also 
increased its area of effect (+3). The Rhino is a lvl3 after all!
Increased the very low damages done by certain missiles to ARM Banisher and CORE Dragon. 
There was some annoying RPS in that, hence the changes. The units still have some resistance 
against the said kind of missiles (even OTA had such a system sometimes), but it's now less 
blatant.
Removed a hit sound from a weapon (Atlas' and Valkyrie's) and replaced it with another already 
existing one. Minor fix since it seemed I accidentaly reached the sound limit on last version
(one another sound I liked wasn't working).
Changed the buildpic of the CORE Medusa. Credits to UTASP mod.
Various improvements to ARM Bantha's primary weapon. The unit is overally more harmful now.
ARM Coal Fired Generator and CORE Oil Fired Power Plant now cost +120 metal to be built.
ARM Coal Fired Generator now produces 246 energy instead of 276, and CORE Oil Fired Power Plant 
now produces 237 energy instead of 267.
ARM Scream's weapon now does 84 damages by default, instead of 1. Warning, due to this, certain 
special damages, notably those against lvl3 kbots (and the CORE Gorgon), have been strongly 
increased! One of my attempt at stronlgy removing some despictable RPS aspects from this mod. 
Though, once again, TA:Frenzy did NEVER actually promote such a system. Ideally, in this new 
version, there shouldn't be anymore "unusable weapons" against certain units (at a few rare
exceptions I want to preserve).
ARM Pluton's weapon now does 263 damages by default instead of 32. Same reason than above.
ARM "EMP" and CORE "TRON" now do 508 damages by default instead of 188. See above.
CORE Stalker's weapon now deals 449 damages by default instead of just 125 (see above). All 
special damages are preserved. Also note that I've removed the commandfire from the weapon entry; 
as a result of this the CORE Stalker will now engage at will.
Removed some unwanted special damages (set too low) dealt by CORE Zenith and ARM Prince's pulse 
weapon to certain units. See above. Note that I've also decreased the damages this weapon does 
against the CORE Rhino (-30).
Changed the confusing name of the ARM "EMP" and CORE "TRON" to "Special missiles launcher".
Fixed a crash that could occur when an ARM Pluton was engaging a CORE Slicer!
Re-textured the Commanders from both sides.
Added few tips in the description of the CORE Stalker unit.
The ARM Vesper is no longer a sniper kbot (there was already one on ARM's side). It now has a 
different weapon, that can hit planes; since this kind was missing from the ARM Avd Lab's units).
The CORE Dictator now aims a kinda faster.
The CORE Shaolin has been greatly re-textured.
Removed a duplicate sound. Ingame, this means that the sound of CORE Shaolin's secondary weapon 
(the pulse weapon, not the machinegun) now can be heard.
Damages of CORE Shaolin's secondary weapon (the pulse weapon, not the machinegun) have been 
increased by 20%.
Weapon of the CORE Bypasser now deals 20% more damages to ennemy units.
Weapon of the CORE Tracker now deals 10% more damages to ennemy units.
Changed the color of the CORE Tracker's laser (from green to purple) to make it more recognizable.
Damages dealt by CORE Velo's weapon have been increased by about 15%.
I've replaced the Adv Metal Storages from both sides by KTAUR's Advanced Moho Mine for ARM and 
TADD's Alien Radar Jammer for CORE. Don't get fooled, the units are still metal storages and have
the same properties than before (except that their energy cost during construction has been 
increased by 1000). They, however, now have a new ability: when activated, they enable a radar 
jammer on a wide surface of the map (adv radar jammers were missing from the mod, so I combined
two units in one! Does that sound silly? No, when you start storing metal, then it means you have
a big base, that you may want to protect). At last but not least, note that they'll recieve higher 
damages from projectiles such as bombs, v-launch rockets... This due to the fact that their roof is 
obviously fragile.
Minor fixes and arrangements.


v1_25 changelog:


AirSupremacy Ais almost entirely reworked. The computer doesn't cheat more, it just plays far better.
Biggie Biggs, oooweeeeeee, Slate Gordon, Slated fate now use earthquake map weapon properly.
ARM Dragonfly (Atlas) and CORE Valkyrie now have strong protection against classical flakguns. 
On a side note, the purpose of this is also to avoid multiple deaths of air transports flying closely. 
It was too frustrating (weapon of the Flakguns is also the death explosion of many light/medium units 
such as these ones).
The ARM Squall is now a real bomber, I mean, it does very decent damages against most units. The extra 
damages against CORE tanks, vehicles, and Vehicle plants are preserved. It benefits from extra damages 
against units with fragile roof as well.
Fixed two minor issues with ARM Gripen's special damages.
-8000 buildtime for the ARM Alkemist.
Spies now use a bit more energy when walking (almost nothing) but they move a bit faster (+1) and 
they have increased sight distance (+30).
Spies now have a better self-destruct weapon!
Earthquake map weapon now has a sound.
New map weapon: BIG EARTHQUAKE (used by Surface Meltdown map).
Minor improvements in Airbvart1 Ai.
Pincushion map now uses the Airbvart1 Ai.
Totally new ai profile: DEFENCE, used by Yerrot Mountains map.
Minor arrangment in Metal Ai.
Minor fix: the CORE Aircraft plant now builds planes on manoeuver mode (instead of roam mode).
Urban Ai is now a twin of the airseabattle one with some small changes (more hovercrafts).
The CORE Gemini (lvl2 kbot) is now named CORE Guardian, this because there was already a Gemini on the 
ARM side!
CORE Macross can now self-heal.
CORE Stratos should get "stuck" less often now.
New Ai profile, AIRNOMETAL, not used by any maps at the moment.
New ai profile: AIRNOLANDMETAL (which is almost a twin of the Ai mentionned above) not used by any maps.
New ai profile: AHANOLANDMETAL used by Steel Jungle map.
The ARM and CORE rocket launcher hovercrafts (Wombat/Nixer) now have a radar. They thus use more energy 
when activated.
Minor fixes.


v1_24 changelog:


Gameplay:

 Better firerange for ARM Hydra and CORE Ranger (+400). Also, I've increased splash 
damages (+60).
 CORE Advanced Construction Aircraft can now build the Precipitator.
 Better firerange for ARM Merl and CORE Diplomat (+200).
 ARM Charged's weaponry has been improved: the unit now has a short range powerful laser 
as weapon 1 (default) and a medium range very powerful laser as weapon 2 (when activated 
by a charger). 
 Better firerange for ARM Wombat and CORE Nixer (+200).
 Better firerange for CORE Dominator (+200).
 The CORE Dragon now have great protection against light/medium turret's missiles (this 
unit is thus no longer underpowered).
 ARM Headhunter now has an armor that fully immunizes it against most electric weapons.
 ARM Headhunter now does very severe damages against CORE Krow, Transistors, and ARM 
Prowler (if he can catch them...). One should see them more often on the battlefield!
 CORE Dictator's weapon has been totally changed. This defence tower will be more useful 
notably against waves of enemy units.
 Certain units are no longer on "holdfire" mode as soon as they're built. Mostly, this 
concerns those big long range and/or very powerful canons (Berthas, Vulcain, Dictator, 
etc...).
 ARM Hammer and CORE Thud gain strong protection against classical light lasers.
 Increased ARM Stinky Toad's sight distance (+60).
 CORE M351 Skull now has the weapon of the (now removed) CORE Dao (laser). The Skull was 
a kinda too powerful and unbalanced. I've edited special damages accordingly.
 ARM Scream now has a better firerange (+400).
 ARM PLUTON now has a better firerange (+300).
 CORE Iron Fox has been replaced by CORE Obice. The Obice basically holds the role of the 
Stinky Toad on the ARM side. Note that I've reduced the size of this famous unit and I've 
improved its buildpic.
 ARM Warrior now moves a bit faster (+10).
 ARM Gladius has been removed.
 CORE Carmagedon now has the Reflector pulse has main weapon. Remember that this weapon 
does extreme damages against units shooting with laser(s).
 CORE Reaper's gas now does very severe damages against light/medium vehicles (not 
including tanks, though).
 New unit on the CORE side: the Heaten (UTASP), that has a rapid plasma canon as single 
weapon. This unit is immunized against certain energy/pulse weapons, but it suffers badly 
when in contact with most poisonous substances.
 New unit on the ARM Side: the Orb (UTASP). It has a new weapon that does very strong 
damages against shielded units, and spider-like units. The Orb can be seriously harmed by 
air or v-launch projectiles, and lightning/electricity weapons. Also, note that it resists 
very well against CORE Dragoth's pulse and it does rather strong damage against this unit 
(the same way CORE Dictator does heavy damages against ARM Fat Shrew, btw). The Orb has a 
new unit sound.
 The ARM Alkemist now does super damages against ARM Flakker and CORE Cobra.
 The Shrubburn weapon has been removed. Yes, I needed more slots! Don't worry, I've edited 
all those burnable features so that they all use the treeburn one instead (which is basically 
the same weapon). 3rdparty features edited as well when needed (rev31's ruling).
 The CORE Steel Lizard is now replaced by CMU's Bypasser! This unit has a new v-launch weapon 
that does solid damages against lvl1 structures (notably ARM's). The Bypasser is strongly 
damaged by ARM Gemini's (the lvl1 vehicle) Dgun.
 The ARM Praetorian and CORE Thor now have an anti-sub weapon. 
 Buildtime of those very units has been reduced (-50000 for both). Also, the CORE Thor's 
acceleration has been increased a bit.
 Fat Shrew's movement class edited and actually improved.
 Water weapon used by Commanders, Leviathan, etc... now does stronger damages against ARM 
Pirhana and CORE Shark (even though those damages are still low in comparison to those done 
to other subs/units).
 The floating Bertha guns have been removed. Instead, I've added two new aphibious lvl3 
units: the ARM Nosferatu (UTASP) and the CORE Monstro Tanker (TAAN). Those units holds 
basically the same role as Praetorian and Thor, though they don't do special high damages 
against ships/naval defences and they're far less armoured (just faster). They also have an 
anti-sub weapon, and can be built by the same structures as Praetorian and Thor. Attention, 
the CORE Monstro Tanker doesn't resist well against poison.
 The ARM Banisher has some protection against few light missiles (underpowered in previous 
versions).
 ARM Firefly has been replaced by a unit that fits better with the mod: ARM Jade Eagle.
 Reduced the size of the CORE Stratos to make it more manoeuvrable (and matches better with 
a 3x3 unit).
 Arm Coal fired pland and CORE Oil fired plant have strong health reduction (-150). This to 
bring a counterpart to the fact that they are very productive for a low cost.
 Reduced slightly the cloakcost and cloakcostmoving of the spies (both camps).
 Still trying to make the Phalanx/Copperhead more useful. Their weapon now does higher 
damages against every plane that has standoff attack abilities (Choppers, Brawlers, etc...).
 The CORE Carmageddon now aims much faster.
 Reduced the shake magnitude (-2) of the CORE Flamboyeur unit.
 Anti-pulse missile of the EMP/TRON (now renamed) costs less metal (-700) and thus is built 
faster. It is hard enough to obtain concrete results when using this weapon, plus due to the 
way it works, it should really cost less metal than a nuke.
 Weapon (poisonous rocket) of the CORE Dragoon, CORE Grongo, and ARM Avalon now does more 
damages (+30, including most special damages). Same than above, this weapon is not easy to 
use so it needed a small bonus.
 Lvl1 subs now consume less energy when moving (-20).
 Tadaaaa! I've decided give every unit in this mod a better LOS. You see how I care about the 
rare suggestions I have! Basically, all units (including structures) gain +100 in sight distance. 
I had to remove the old LOS table and put a new one. Cute playability improvement.
 ARM Sea Serpent unit has been slightly modified: the unit now uses a lightning as weapon (and 
is thus a bit more harmful).
 Instead of producing 1.85 metal (ARM Shypiard) and 1.88 metal (CORE's), the lvl1 Shypiards now 
makes some energy (63 for ARM, 59 for CORE).
 Lowered the turnrate of the CORE Omicron (-500!) (still trying to balance that unit!).
 CORE Omicron has less chances not to be paralysed by AA paralyser flak guns (+2 damages taken).
 Lowered the acceleration of the CORE Omicron (-30).
 Strong health reduction for CORE Omicron (-500).
 Weapon of the ARM Nova (Kbot) and CORE Volca now does basically 100% more damages (including 
special damages).
 The CORE Thor is a kinda faster now (+0.2) and it accelerates much better.
 Due to a wrong viewpoint from me, the ARM Super fusion reactor was missing from most weapons 
that have the ability to do more damages against units with fragile roof. The ARM Advanced Energy 
Storage had a similar (though less important) problem. This is now fixed. Few minor fixes applied 
there and here.
 CORE Copperhead added in special damages of the ARM Squall's weapon.
 Shootall is now activated by default; so you don't need to either type +shootall ingame or 
install the crashy +shootall by default patch. For those who wonder, yes, certain weapons won't 
work properly without this, so it's a clear improvement.
 The CORE Thor and ARM Praetorian now have a small sonar (400), they thus consume a bit more 
energy (+10).
 +1000 healthpoints to the CORE Shaolin.
 New weapon for CORE Vulcano. More powerful, wide splash damages. Special damages edited.
 Spies are now stealth, and are more deadly when manually detonated (they're not complete kamikaze 
units, though).
 CORE Hypokonder is now very well protected against most laser beams.
 The ARM ATLAS and CORE VALKYRIE are now real gunships. Model changed (>>Dragonfly, >>Falcon). Note 
that the Atlas is now named DragonFly. They still have the transport feature. These units now take 
no extra damages from anti-air weapons (and they can barely be stunned by AA paralyser weapons). They 
have a new weapon (light but fast EMG, with correct splash damages).
 Torpedo seaplanes are now AA seaplanes. Sightdistance slightly increased. You'll see yourself why 
it is an huge gameplay improvement.
 CORE Hunter now costs a bit more energy to be built. Just a minor fix.
 ARM Sea hawk and CORE Hunter now have a radar (range is equal to their sonar). 1405/1420 in distance, 
which means it is about twice less effective than Eagle's and Vulture's radars.
 The ARM Statis (paralys bomber) can now obtain rather good results when engaging a CORE Scorpicore.
 (from 1.24 beta to final 1.24 only) Damages dealt by CORE Bypasser to lvl1 structures have been 
increased (from basically 180 to 240). 
 ARM and CORE Construction seaplanes can now build the sonar station (which, remember, is actually 
the advanced sonar station since the lvl1 one
has been removed from the mod).
 Edgeeffectiveness strongly increased (+0.45) for ARM Delta's weapon. Should be more effective now.
 CORE Lamprey now holds basically the same role as the Delta on the ARM side; I mean it is very 
effective at cleaning the coasts and shores protected by light/medium defence structures (about 100% 
more damages against lvl1 naval/land defence structures). Btw, I think I'm going to set it as a real 
hovercraft; I mean there's no point for him to go underwater instead of just hovering.
 Conqueror/Crusader balance: I added good splash damages ( edgeeffectiveness=0.65; ) to their weapon. 
They should be a kinda more effective.
 Millenium/Warlord balance: I added good splash damages ( edgeeffectiveness=0.59; ) to their weapon. 
They should be a kinda more effective. 
 The CORE Lamprey is now a real hovercraft (Acid Ais will now build it then).


Visuals:

 Few improvements in build menus.
 CORE Fabricator and Firewolf now have the proper CORE Logo (Thanks to ArmCom for pointing this out). 
Firewolf buildpic has been edited as well.
 New explosion gaf for CORE Dragoth's primary weapon. 
 New model and explosion gaf for ARM Headhunter's main weapon.
 New and better model for ARM Scientific's weapon.
 New buildpic for ARM Coal Fired Generator and CORE Oil Fired Power Plant (directly borrowed to UTASP!).
 Changed the model for CORE Jackal's main weapon.
 Changed the explosion gaf for ARM Jitterbug's weapon.
 Changed the buildpic for ARM Jitterbug (the one of MADTA's Terrier as background).
 Sinclaire's Evolva models now fully included into the mod.
 Laser color of the ARM Nova (the tower) changed so it's more recognizable (the infantry should not mess 
with it).
 New model for CORE Adonis' main weapon.
 New model for CORE Zenith's primary weapon (close battle pulse).
 New explosion gaf for CORE Zenith's primary weapon (close battle pulse)
 New explosion gaf for ARM Bugga's weapon. 
 Model of the Lvl2 AA ships' secondary weapon has been greatly improved.
 Minor graphical arrangement with the CORE Alhpa Monstro's weapon: when the unit attacks, you no longer 
see the shadow effect resulting in awful small black points between the unit and the target.


Ai:

 Fixed a stupid bug with Seabattle Ais building ground units.
 Dfltvart2 ai has been greatly improved.
 New ai profile: AIRHVRAMPHMET
 New Ai profile: AIRHVRAMPHMETWIN
 New ai profile: Airbvart1, a variante to Airbattle Ai where the computer should use more planes and 
less ground units, while not getting as air-only as airsupremacy ai. Currently not used by any map but 
this could change soon.
 Totally new ai profile: Invasion, currently used by King of the Hill and Moon Quartet maps.
 Ai on Polar Range is now Hover.
 Ai on Brilliant Cut lake is now "AIRHVRAMPH".
 Ai on East indeez is now "AIRHVRAMPHWIN".
 Ai on Evad River Confluence is now Airhvramph.
 Ai on Canal Crossing is now AIRHVRAMPHWIN.
 Ai on ice scream is now AIRHVRAMPHWIN.
 Ai on Long Lakes is now AIRHVRAMPHWIN.


Misc:

 New unit sound for CORE Gator.
 Far better ingame unit descriptions, for example, it should tell you clearly how much metal a 
structure stores, how much energy it produces, etc... Few special damages revealed for certain armed 
units.
 Few unit names changed to make them sound better with what the unit actually does.
 Now compatible with Battle Tactics add-on. That's an easy fix and I don't know why I haven't done this 
before.
 FBI cleaning: I removed those useless "designation" entries from every unit.
 FBI cleaning: all units' versions are now 3.1.
 Duplicate names: ARM Nova (the tower) is now named Anti-infantry Laser Tower.
 CORE Monster is now named Monarchist.
 ARM Naga (lvl3 kbot) is now named Prince.
 CORE SAM (lvl1 AA tower) is now named Hawk Hunter.
 ARM Scorpion (lvl2 tank) is now named Thunder Tank.
 New map weapons: Ablaze Stones ("Pincushion", "Rock Alley"), Thunder ("Cloudious Prime", "cluster Freak"), Snow 
("Ettorep Glacier"), Volcano Projectiles ("Kill the Middle"), Acidic Rain ("Acid Pool"), Heavenly Fire 
("Lava Run"). Meteor ("Mound of Mars") and Hailstorm removed from the main file in order to be used 
(like the previously mentionned weapons) as external and single copy/paste/remove files. As a result of 
this, the Earthquake weapon is back into the mod (because all of these weapons use the same id; this also 
mean you cannot use two of them simultaneously. To avoid such conflicts, the weapons are located in 
different folders but the files got the same name and extension).


v1_18 changelog:


 Few things fixed in Sidedata.tdf
 All translatings removed. Don't ask me why.
 New Ai units: the torpedo seaplanes. They work extremely well and try to prevent the 
"blocked units due to near underwater structure" bug. Moreover, it's always good to see 
Ai players using them properly! 
 Torpedo patch; allows you to control the amount of Ai Torpedo Seaplanes during a game 
(Not at all/Many of them). See the readme to know how to use it correctly.
 Commanders are now granted a new weapon! It's a weapon meant to be used against subs. 
That way, a Commander standing under the sea is no longer vulnerable to subs and Torpedo 
ships! Moreover, this weapon can be used against ground forces as well 
 The ARM Bonaparte was ugly and too non-OTAish. I replaced it with another unit, the 
ARM Nihilist. I granted it the same capacities/abilities as the Bonaparte.
 The sound that you hear when pressing spacebar ingame has been changed (the previous 
one was too noisy).


Gameplay:

 Weapon of the ARM Experimental Ship (Prowler) now fixed: it doesn't miss its target 
anymore.
 ARM Redeemer's armor upgrade: takes much less damages against CORE Transistor's 
lightning (and remember that Redeemer can hit Transistors!)
 ARM Turtle now equiped with a machinegun.
 ARM Grayhound's primary weapon (Mass Driver) does even more damages against buildings.
 ARM Headhunter's weapon modified a bit. The unit is a little more harmful now (with 
the use of noexplode tag), though the special damages are identical.
 Weapon of the Flakker/Cobra are now guided (about 6000 turnrate), and less fast so 
they won't miss their target too often. Those units are much more effective.
 Damages done by EMP/TRON strongly increased against ARM Hyper Metal Maker, ARM Blue-eye, 
CORE Cloakable Fusion Reactor, CORE Alien Tech Fusion Reactor, CORE Alien Super Metal Maker, 
and CORE Fusion Reactor. Those units look like they can be strongly damaged by projectiles 
hitting their roof. 
 Primairy weapon of the ARM Bantha now does more damages against a CORE Scorpicore (some 
attempt at making the Scorpicore to fight like a lvl2 rather than a lvl3. Other things has 
been done on that very purpose, see below.)
 CORE Scorpicore now can be paralysed. However, there's only one weapon that can 
completely stunt him: ARM Ghengis's d-gun (the lightning). Other weapons will stunt him 
when used in mass, though this will take more time.
 Phalanx/Copperhead's weapon is now a kinda slower. Thus it's more accurate and useful.
 All hovercrafts' movementclass edited so that they can cross ramps, and low to high 
grounds. I see absolutely no reason for a hovercraft not to be able to drive itself on a 
slope when any vehicule can do it without problems. Moreover, this makes the Ai way less 
silly than before on many maps with ramps using the Hovercraft Ai profile (such as "Ice 
Scream".). Definite gameplay improvement, if you ask me.
 CORE Demo's weapon velocity decreased. Area of effect increased and I've even added a 
good edgeeffectiveness tag. Weapon is thus more accurate, more harmful... The unit is no 
longer useless.
 CORE Shaolin secondary weapon changed to ARM Fat Shrew's Machinegun. Also, reload time 
of its primary weapon has been decreased a bit. 
 Turnrate of the ARM Tiburon and CORE Leviathan increased. They now turn as fast as a lvl1 
sub and thus are way more useful.
 Good edgeeffectiveness tag added to CORE Dictator weapon and the velocity has been reduced 
a bit. The weapon is more accurate.
 Weapon range of the Wombat/Nixer, Ranger/Hydra, Merl/diplomat, Dominator increased. Those 
units also see their LOS noticeably increased. Now, those units are really not to be messed 
with (I too rarely used any of them in previous versions).
 Radar distance increased for Ranger/Hydra.
 Area of effect on CORE Dominator's weapon slightly increased. Bonus! Almost +50% damages 
against CORE Defilers. (I needed to find some counterpart -army of Dominators that is- to 
this unit on the CORE side).
 ARM Avalon and CORE Grongo (not Gorgon!) have increased LOS. They see better than any other 
lvl1 ship.
 ARM Defender NS and CORE Stinger: their weapon is strongly more balanced. It will no longer 
miss those air units (unless when they're very fast) due to a weapontimer tag set too low.
 Primary weapon of the Archer/Shredder costs little more but it also does more damages.
 New weapon for Archer/Shredder: real AA missiles. Those ships are way more useful than they 
used to be in previous versions! (To add this new weapon, I had to remove Earthquake weapon. 
Anyway, who needs more earthquakes when playing TA:Frenzy?
 ARM Fat Shrew's movementclass edited. The unit should for example no longer refuse to get 
into the sea on maps such as Metal Isles (maxwaterslope added).
 Several arrangements in units' preference targets.
 NoChaseCategory=CTRL_V; has been removed from every armed mobile unit's FBI (including hovers 
and ships) in order to make them distracted by planes. That doesn't harm the gameplay too much, 
and make them to move and eventually find the proper pathfinding if they happen to be blocked 
somewhere.
 ARM Sea Serpent now uses a light canon as weapon 1.
 ARM Triton and CORE Croc now resist better to Viper's and Beamer's laser (remember that 
hovercrafts don't)
 Balance: the CORE omicron was over-powered. Sure, it was. It now uses more energy when moving 
(+8), plus its acceleration capacities have been lowered (-16). That includes its turnrate (-30). 
At last, it has less chances not to be paralysed by the AA paralys gun (+3 damages taken).
 Still about the CORE Omicron, I didn't like to see one of them killing a healthy commander so 
easily... They now deal 50% less damages to commanders.
 The CORE Velo does some extra damages to most advanced unarmed structures. The ARM Advanced 
Energy Storage ("Centrale") was missing from the weapon entry. Now fixed. Hum, the ARM Labo and 
ARM Ai Cloakable Fusion Reactor were both missing too. Fixed.
 "Furtive Atomic Reactor" is now called "Centrale". It's an advanced energy storage, not a 
reactor.
 The CORE Velo was not really useful. Now, it has some strong damage reductions against 
light/medium ARM hovercrafts' weapons. Remember it's an amphibious unit.
 Every underwater unit armed with a torpedo weapon used to miss its target too often. This is 
now fixed as the variable burnblow=1; has been added back to their weapons' entries.
 Way to make units using Flak guns more useful: the CORE Omicron now takes severe damages from 
those weapons.
 All corpses/heaps costs fixed.
 Due to some stupid error in the FBI, the CORE Atlantis couldn't use its tertiary weapon (Flak 
Gun) properly. Now fixed.
 Sonar of the CORE Grongo now works fine.
 Script and FBI of the Albatross have been edited. Just a minor fix.
 +30 in sightdistance to adv. sonar stations.
 Damages dealt by Lancet and Titan to Commanders strongly reduced.
 Lvl1 Sonar Stations have been removed. More impact are thus given to lvl1 subs since they're so 
costful. Sonar Stations are now lvl2 only.
 ARM Phalanx and CORE Copperhead now resist much more to ARM Brawler's and CORE Rapier's weapon.
 Both names and descriptions of the adv Floating radar/sonar towers fixed. I missed to point out 
that those units were Radar AND Sonar!
 Adv Sonar Stations are now cloakable.
 Air Torpedo Planes now do less damages against Shipyard, Adv Shipyards, and Floating Hoverplants. 
Air Torpedo Planes also do much less damages against ARM Praetorian and CORE Thor. ARM/CORE Torpedo 
Seaplanes also do less damages against those two last ones.
 I realized that one often lack of energy on waterworld maps. Naval stuff cost/consume so much 
energy... The Floating metal makers now produce a bit of it when they're off. They have little tidal 
capacities! 
 EMP/TRON now do extreme damages against Advanced SAM sites!
 Grongo's and Avalon's costs have been reduced (-900M/-1000M). They were simply useless besides the 
other armed lvl ships.
 ARM Warrior's main weapon (EMG) has a better range (+100). Also, it does a bit more damages/Extra 
damages (+3). Remember that this units more effective against tanks/k-bots using missiles as weapons.
 ARM Phalanx and CORE Copperhead (and basically every other unit using the same AA weapon) now do more 
damages against CORE Omicron (+30).
 Adv Sonar Stations consume more energy (+30) to use their sonars.
 The cost of the ARM and CORE Tides has been lowered a bit.
 Units using a lightning weapon now do severe damages to ARM Beamer and CORE Viper.
 The CORE Reaper now moves a kinda faster.
 The ARM Nova's and CORE Volca's bazooka does more damages (+30, including special higher damages, 
excluding special lower damages).
 ARM Atlas and CORE Valkyrie now move a kinda faster (and thus they consume more energy when flying). 
But specially, carried units can open fire and engage the enemy! To use the shot while in the air 
"function" properly, you'd better activate the "+shootall" cheat code ingame. And yes, construction 
units can build a structure when carried!
 ARM and CORE advanced construction subs can now ressurect stuff.
 ARM Peewee's Revenge gains some protection against classical lasers.


Ai:

 New Ai profile ACIDLESSWATER used by Acid Foursome, Checker Ponds, Surface Meltdown.
 Ai on Acid Pools set to Acid.
 New Ai profile HOVERWIN used by Lake Shore, Long Lakes, The Cold Place, Trout Farm, Red Triangle, Canal 
Crossing.
 Ai on East Indeez set to URBAN.
 Ai on Eastside Westside set to WIND.
 Ai on Etorrep Glacier set to DEFAULT.
 Ai on Flooded Glaciers set to SEABATTLE.
 Ai on Gasplant Pain set to DEFAULT.
 New Ai profile AIRSUPREMACY, used by Biggie Biggs, Higher Ground, Tremblorian Mist, Lava & Two Hills, 
Lava alley, Lusch Puppy, Sector 410b.
 New Ai profile AIRWIND, used by John's Pass, Kill the Middle, Slate Gordon, Cloudious Prime...
 Ai on Lava Highground set to Airbattle.
 Ai on Pincushion set to Airbattle.
 Ai on Lava Mania set to DEFAULT.
 Ai on Lava Run set to AIRBATTLE.
 New Ai profile SEAMETAL, currently not used by any map.
 New Ai profile AIRSEAMETAL, used by Metal Isles, Over Crude Water, Seven Islands.
 New Ai profile SEABATTLEWIN, used by Pillopeens, Sail Away, The Barrier Reef.
 The Krogoth Ai is now definitely improved: the computer WILL actually use lvl3!
 Ai on Rock Alley set to Airbattle.
 Ai on Sherwood set to Default.
 New Ai profile AIRSEABATTLE, used by Shore to Shore, Two Continents, Ring atoll, Crater Islands, Crystal 
Cracked, Ror Shock, PC Games' Evad River Delta.
 Ai on The Pass set to Airbattle.
 Ai on Town and Country set to Default.
 Ai on Ashap Plateau set to Airbattle.
 Ai on Caldera's Rim set to Waterwrld.
 Ai on Fox Holes set to Airbattle.
 Ai on King of the Hill set to Default.
 Ai on Yerrot mountains set to Default.
 New Ai profile ACDLSSWTRWIN, used by Aqua Verdigris.
 Ai on Brilliant Cut Lake set to Urban.
 New Ai profile AIRMETAL, used by Coremageddon, Block Wars, Core Prime Industrial Area.
 New Ai profile AIRSUPRMETAL, used by Metal Gridlock.
 New Ai profile AIRHVRAMPHWIN, used by Cavedog Links CC, Red River, Red River North, Assault on Suburbia, 
Abysmal Lake, Luschinfloggen.
 New Ai profile AIRHVRAMPH, used by Dire Straits, expanded confluence, Luschaven, The Bayou, Luschie, 
ThundurLok Rok.
 New Ai profile AIRSUPREMACYWIN, used by Cluster Freak, Ooooweeee, Luschious.
 Ai on Steel Jungle set to Airbattle.
 Ai on A Plethora of Ponds set to Hover.
 Ai on Starfish Isle set to Wind.
 Ai on Tropical Paradise set SeaBattle.
 New Ai profile DFLTVART2, used by Full Moon.
 New Ai profile ACIDWIND.
 New Ai profile WINDNOMETAL (to be used in one of the maps I'll release latter).


Visuals:

 New shield effect for CORE Omicron (far better texturing).
 Totally new buildpics for CORE Insect, CORE Omicron, and CORE Flamboyeur (all of them were made from 
real photos and arranged after).
 Included almost all of these cool buildpics used by MADTA's Utasp.
 Missing textures totally fixed for: CORE Viking, ARM Bantha, CORE Superbus and Dictator's weapon model, 
CORE Combat Commander, ARM Gripen, ARM Thornado, ARM Sea Dragon.
 Model of the ARM Ice Angel's primary weapon modified.
 Model of the Phalanx/Copperhead changed.
 New water explosion gaf for CORE Flamboyeur's bombs.
 New water explosion gaf for Thor's missile.
 New explosion effect for meteor weapon.
 New water explosion gaf for CORE Superbus' weapon.
 New water explosion gaf for ARM and CORE Junos' weapon.
 New water explosion gaf for CORE Shaolin's main weapon.
 Metal and Energy bars both edited.
 New weapon model for ARM and CORE V-launch hovercrafts.
 New weapon model for ARM and CORE Seaplane Fighters.
 New explosion gaf for ARM and CORE gates' weapon.
 New Buildpic for ARM Illuminator (though this one still uses a Cavedog's bp - just another one than the 
previous  . Ah, and I've arranged a bit the way the unit appears into it.
 New explosion gaf for CORE Velo's weapon.
 Model of the ARM Drake's primary weapon has been arranged.
 Explosion gaf for ARM Drake's rocket changed. My previous custom gaf was actually horrible.
 Explosion gaf of the Hailstorm weapon changed.


 Several minor other fixes that are not particularly relevant.


v1_12 changelog:


 New map feature available in TA Frenzy 1_12 Misc rar. Allows you to play on some maps I will make latter. 
You can use it for your own as well. Credits to DannyU for the shadow.
 The transport ships have been removed from the mod. Use hovercrafts or amphibious units, instead! As a 
replacement, the ARM now has a massive new unit (Fat Shrew - credits to Sinclaire and Zwzsg) meant to be a 
counterpart to the Flying Krogoth. This unit brings new unit sounds to the mod. Second replacement, the ARM 
is granted a new bomber (Squal) plane that does heavy damages against CORE tanks.
 The CORE gates have been removed. CORE now uses the same gates as ARM. That way, I could add the Nano Tower 
and its Lab into this mod. Full credits to Cyberkewl and its TAUCP mod for this unit (though the Buildpic of 
the Lab was borrowed to UTASP).
 Some fixes to 3do models and scripts. Again, credits go to DannyU!
 Minor Ai fixes.
 ARM Cloud has been replaced by MADTA's Vesper. The unit has the same properties than the previous one.
 ARM Zeus is immunized against classical plasma canons and poison. Also, it takes now half of the damage 
against Alpha Monstro's claws.
 ARM Ice Angel now takes damages from CORE Dragoon, Grongo, and Avalon because they use a poisonous weapon.
 ARM HeadHunter now resists very well to the CORE Reaper's weapon. Also it's now heavily protected against 
CORE Volca and ARM Nova's guns, and CORE Chemist's weapon.
 ARM Ghengis no longers fear the flamethrowers. The unit moves a kinda faster.
 Pitchtolerance added to Flamethrower weapon, so the CORE Gamma can harm ground units.
 On that very purpose, the CORE Gamma now flies lower than before.
 ARM Ganymede has been replaced by ARM Space Ship.
 The ARM Turtle now has a classic Flamethrower.
 The ARM Rhino no longer fears the weapons such as missiles or plasma canons.
 Damages dealt by the ARM Alkemist to the Gorgon, Annihilator, Doomsday Machine, Scorpicore and Ice Angel 
have been increased.
 The ARM Prowler is now utterly immunized against Junos' pulse. Also, it takes half of the damages dealt by 
Adv SAM AA projectiles.
 Model of the rocket fired by V-launch rockets hovercraft has been changed.
 The CORE M1666 Daemon now consumes energy when cloaked.
 Area of effect for ARM Warrior's emg has been slightly increased.
 A few build menus have been arranged.
 The CORE Dictator now resists to certain kind of poisons. Plus it does extra-damages to the ARM Fat Shrew.
 The CORE Combat Commander's third weapon has been replaced by another one (Fat Shrew's second weapon).
 Weapon previously used by CORE Neut and ARM Leo has been removed and replaced (by ARM Exoarm's canon).
 Damages dealt by CORE Can and Sumo have been increased (+30).
 The Rockets of the ARM Dark are now AA.
 ARM Exocet and CORE Sea Urchin now fire with the AA rockets of the ARM Dark.
 The CORE Fluxxor now takes severe damages from CORE Krogoth's and ARM Bantha's lasers.
 Main weapon of the ARM Falcon is now the same as CORE Interceptor's (weapon AA_MG has been edited a bit 
during the process).
 The ARM Falcon is now stealth (the CORE Interceptor is faster, costs less, though it has less armor).
 New model for the ARM Ice Angel primary weapon has been added.
 Weapon of the CORE Lamprey has been totally modified (visually speaking).
 New weapon explosion for the ARM Ice Angel's secondary weapon.
 Model used by CORE Dictator's weapon has been replaced.
 Model used by ARM Brawler's primary weapon and CORE Exterminator's secondary weapon has been replaced.
 New Ai profiles added. See below the paragraph related to Ais. 
 New weapon explosions for ARM Peewee's Revenge!.
 New water explosion gaf for ARM Tiger's pulse weapon.
 The CORE Gimp is now a bit faster when moving.
 Model of the Karganeth's super weapon ("Wave of Fire") has been changed.
 The CORE Insect now uses its wings when flying (no credits to me, that's actually its original script!).
 A few sound improvements.
 Fixed some small issues with 'MetalMake' and 'MakesMetal' tags.
 New explosion weapon for ARM Delta's weapon.
 Others minor changes have been applied as well.


---------------------------------------------------------------------------------------------


To conclude, I'd like to thank the following peope:

Zwzsg, for scripting the Charger/Charged units, and for every advice he gave me.

DannyU, for the constant support and help.

Zippo, for the thread on TAU "What mods are being made".

Graatz, for some advices and nice posts.

Also, thanks to Maestro for those nice tutorials, TheRegisteredOne, and Gnome.


CREDITS:

Cavedog (Total Annihilation, Core Contingency, TA Patches, Six post-release units.)

MADTA (Karganeth, Orcone, Troll, Fluxor, Scream, Ravager, Scythe, Scaracen, The Duke, Templar
, Avalon, Atlantis, Hailfire, Imperator, Alex, L.R.M, Neptune, Rhino, Thor, Grongo, Paguro, 
Madsam, Lamprey, Grunt, Oil&Coal, Madta Gates, Vesper, Obice... And those cool new builpics 
that were borrowed to the UTASP mod.)

TAAN (Defiler, Arachno Tanker, Parasite Tanker, Protoss, Antarion, Alpha Monstro, Tracker, 
Carmageddon, Cneut, Mouche, Orion, Fugitif, Bigwheel - now "Charger" -, Bantha, Sniper Wolf, 
Desperados, Exterminator, Horgue, Arachno Killer, Sprinteurs, Arm and Core S.A.M, Leo, 
Fat Shrew, ect...)

Creation Matrix Units (Praetorian, Hysteric, Precipitator, Onager, Superbus, Bypasser, 
Clogger, ...)

TA POWER (Arm and Core Juno, Chemist, Nova - the tower renamed "Anti-infantry Laser 
Tower" -, Dictator, Packo, ...) 

MAYHEM INC (Radeon, Nova, Drake, Azue, Gripen, Archangel, Head Hunter, Killer Machine, 
Razorbak, ...)

MAGMA (Sea Dragon, Combat Commander, Perforator, Omicron, Stinky Toad, Ice Angel, Zenith, 
Xlion, ...)

Bedlam Design (Magnum, Adonis, Tempest, PeeWee's Revenge!, Raptor, ...)

Scientific Design (Kengu, Scorpicore, Ninja, Xylon Speedbike, Kjolskap, Transistor, Space 
Ship, ...)

CUKEN (Plasmalith, Conjurer, Blight, Falcon, Gorgon, Whirlwind, Velo, Volca, SkyKnight, 
Squal, ...)

And let us not forget TADG (Inebriator, ...), NSA, TADD (Cdragoon, Arm and Core Alien Tech 
Fusion Reactor, Arm and Core Floating Radar Towers, Core Advanced Metal Storage, ...), TAWF 
(Beamer, Resource Facility, Stasis, Pinpointer, Prowler, ...), GZ (M142 Fire Wolf, M1666 
Daemon, M351 Skull, M4547 Scorpio, M4432 Mortarizer, ...) UW (Genghis, ...), Wormhole 
Productions (Vanguard, Viking, Jackal, RX79[G] HOVER, ...), CCI (Rotor, ...), AMD (Gemini, 
Fabricator, Jade Eagle, ...), IGTA (Coodos, Cipher, Mouse, ...), Core Prime Units (Naga, 
Armed Metal Extractor, Arm and Core Torpedo Metal Extractor, Arm and Core Pop-Up Solar 
Collector, Jammer Tower, Arm and Core Medium Underwater Fusion Plant, ...), TARAD (Medusa, 
...), Central Consciousness, TAUCC (Arm and Core Hovercraft Platform - NS, ...), TABUG 
(Archangel - the ship -, Ala, ...), DX (Jitterbug, Delta, ...), F-Fox (Tigre, ...), Xubor's 
units (Eddy, Armgryph, Superlab, ...), MD Design (Vermin, ...), KTAUR (Arm Advanced Metal 
Storage, ...), Canada (Shaolin, Vampiro, ...) Archdragon and Boogie (respectively modeling, 
and texturing/scripting of the CORE Archdemon), Tam for the Invisio (which can be found in 
the TA:Devastation mod). 
Sorry to anyone I forgot (and there has to be some).


I "borrowed" some sounds and explosion gafs to the Rumad Race, TAWP, TAUCP, UTASP, 
World Domination, the Pack, Arm Counterstrike 1.0, and maybe AA. Credits to these mods. Also,
I would like to give credits to Ender, who is, I believe, the author of the animation gaf
featured in the Heavenly Fire map weapon.

Credits to these people I can remember, when selecting the units, for their input to the TA 
Community:

Rampage

M. Kenyon

Sinclaire

Bidigam

Xubor

M3g

Archdragon

Cyberkewl, creator of TAUCP, since some aspects of TA:Frenzy are more or less inspired by his 
unit compil.

Switeck, for Ta Bugfix 1-7b5 (which is partly, not to say almost entirely, included into 
TA:Frenzy).


Main tools used during the making of this mod:

TA Conflict Crusher
Hpi Pack
Unit Editor
Gaf Builder
Unit Viewer
3do Builder
3do Dry Cleaner
Scriptor
Audacity
Annihilator
Paint
Winrar
Winmerge


TA:Frenzy uses a vast amount of units, models, anims, and sounds that have been made
by the TA community. Nothing would have been possible without the great work it has
produced, specially during the past few years. Thank you unit makers and modders who
believed in TA and made it to become what it is now. I can't but humbly hope that my own 
work has managed to bring some bits to this fantastic enthusiasm we have known.