This pack has been a long time coming, and has taken far more time than I would have believed possible to complete. Nevertheless, here it is, and hopefully you'll enjoy the results.
Changes up and including version 1.3.3 final (from version 1.1)
1) Dragoth buildtime upped to approx. 2/3 of quadragoth
2) Core Vampiro removed and replaced with Core Gripen. This unit is
more plane-like, more effective at ground targets, less effective at air.
3) Arm Naga removed, replaced with Arm Azue... Naga missed with second
shot consistently.
4) Orcone cost and armor upped to near Karganeth levels.
5) All level 3 defenses rebalanced... most are more potent with better
armor.
6) Arm Hades gunship rocket damage upped
7) Sumo laser damaged lowered
8) Core Howie range upped slightly
9) Raider/Radar-X now both have one short range AA and one long range
AA missile.
10) Arm and Core sniper (Orion/Stalker) weapon damage upped. Special
damage list shorted to commanders only.
11) Arm skycannon AOE for weapon upped, edge effectiveness dropped
12) Arm and Core nuke subs cost and buildtime upped
13) Armor of Arm and Core stationary nuke cannons upped significantly.
14) Core Basilik tank given personal jamming, changed to surveillance
tank
15) Arm Tiger ion cannon damaged doubled
16) missed special damage for some air units added to Arm general AA
missile
17) Arm Mauler emg weapon damage upped
18) Core Gimp laser damage dropped by 30%
19) Arm Repeater damage upped
20) Core Widowmaker armor doubled when closed
21) Bunker beacon made cloakable.
22) Quadragoth armor bumped to over 200K
23) Core Necor and Arm Rector given self-healing
24) 3DO models for Battle Bee and Big John hovercraft corrected to
repair wake point errors which caused crashes when transistioning from
land to sea and acrivating wake script... done by DannyU
25) identical weapons removed for CORMONSTA_MISSILE
26) Arm arch and core howler weapons made unique
27) Core Gripen death explosion changed to small_unitex
28) arm and core advanced UW storage and Arm Emp have unused weapons
lines removed
29) build menu entries corrected for a number of units.
30) Core Anvil updated to use newer model, script and buildpic from
MadTA
31) Core AI nuke weapon corrected, will now fire
32) Metal storage limits of arm and core ai resource units corrected
upwards.
33) Core Butcher download tdf removed from rev31.gp3 (redundant)
34) various missing files added to rev31.gp3, as required by TA conflicted
crusher (per DannyU)
35) Corpse value (metal) of Core Gorgon reduced to lower value than
build cost.
36) Arm Trident and Core Kraken floating MRPC 3DO files updated to
fix wakepoints per DannyU
37) campaign gui and pcx added to fix crash (per DannyU)
38) number of 3DO models corrected to add parts to match scripts (per
DannyU)
39) added exp1.gaf to rev31.gp3
41) added a number of unit pics, renamed some the were incorrectly
named, and replaced some with version with corrected palettes (per
DannyU)
42) correct movement class for Arm Recluse (per DannyU)
43) added activate when built to arm and core tidals (per DannyU)
44) removed candgun from Arm emp silo (per DannyU)
45) removed non-existent test nuke weapon from core neutron silo (per
DannyU)
46) removed removed firestandorders & StandingFireOrder from Arm
Wolverine Skycannon builder (per DannyU)
47) for core flak hover, changed changed Weapon1=ARMTRUCK_ROCKET to
CORTRUCK_MISSLE (per DannyU)
48) for black lily bomber, added added firestandorders & StandingFireOrder
(per DannyU)
49) number of gui fixes greying out non-useable buttons (per DannyU)
50) core buzzsaw script and model animation improved (Per DannyU)
51) Core gimp and ogre scripts corrected regarding water weapon firing
when on land (per DannyU)
52) Greyhound updated to make all variants have radar. Command tanks
are created with radar activated, non-command tanks have radar deactivated.
Costs and energy use upped to match, damage modifier on command tank upped
to 0.5 to better differentiate command from non-command tank. All these
fixes done to remove annoying group behavior whereby Greyhounds in mixed
group with other onoffable units would block other units from being mass
activated or deactivated by virtue of their unique script. Alternate language
translations removed due to atrocious bending of linguistics. Script and
fbi modified by DannyU
53) various fbi formatting errors corrected (per DannyU)
54) Core Butcher script fixed (per DannyU)
55) Arm General/Core Beast metal and energy storage reduced
56) a whole host of scripts reordered, fixed, and shatter.vertex bug
removed, all by DannyU
57) all sounds converted to 8-bit mono by DannyU
58) mstcamov2.ufo in rev31/textures unpacked and converted to gaf format
by DannyU
59) Core Dragoth death explosion downgraded to BIG_UNITEX, self-D upgraded
to atomic blast.
60) several of the ai profiles for the Tsunami Pack offensive ai fixed
to allow Core ai to work at particular levels (usually hard), and also
to allow for ai nuke silo building in various profiles on hard setting
(previously zeroed out in error)
61) New cheating ai profiles added for purely offensive cheating ai
(Beserker)
62) TAM conversion files added (Gabba)
63) Arm and Core level two bombers and seaplane torpedo planes have
AA weapons corrected to one that actually works (per DannyU)
64) TED classes for some untis corrected or added (per DannyU)
65) angular compensation and floating point errors corrected in some
scripts (by DannyU)... units affected could cause game crashes.
66) Gameoptions.gui added to rev31.gp2 so mod will function with partical
CC install (per DannyU)
67) Armor for Arm and Core superflakkers increased
THE PACK: Where did the name come from? The name came from the persistent questions my son asked me as I worked on it... "When is THE PACK going to be finished?", "Are you working on THE PACK?"... the relentlessness of it all made the name stick.
THE PACK: What is it? THE PACK is a comprehensive mod/unit pack that started as an attempt to add some extra units to Uberhack. Long ago there was an pair of add-on packs for Uberhack called the Uberhack Community Pack (UHCP) and the Tech4 pack. Attempts to use these in a small Mac Ta lan group playing in Vancouver BC showed that these were quite buggy. I was sorely tempted to redo these packs myself. I began collecting units and information on how to do this. The whole thing mushroomed to the point where enormous weapon consolidation was required to fit the units in. This necessitated some serious poking around in the bowels of Uberhack's Rev31.gp3 file, and at this point THE PACK really became a mod in its own right. The weapon consolidation freed up about 104 weapon IDs, all of which were reused for THE PACK (excepting the handful held spare for TAMEC feature files). At this point a handful of Uberhack units were removed. As testing continued, attempts to rebalance things meant that some units with UH/TA got slightly changed as well. THE PACK is now quite different from Uberhack, although they would play quite similarly if you left the extra units out. THE PACK would probably appeal to the same audience that followed DRUH, which itself was a modification of Uberhack done by Recon and Drakken. DRUH also did some serious tinkering with TA/UH's economy, which THE PACK doesn't do (at least until you get to the tech4 level of things).
THE PACK takes Uberhack and attempts to "spice it up" by adding 150-odd extra 3rd party units to the mod. To achieve this, extensive weapon consolidation was done. This weapon consolidation alone probably undid some of the careful balancing done in Uberhack... a sad but necessary truth in a game engine that only supports 255 weapon IDs. All the extra units are added to the plethora of special damage lists that TA and Uberhack (in particular) use. THE PACK attempts to add some extra tactical options to Uberhack. Subpens are added, which allow a complete underwater economy/war machine to be built. A tech4 level of equipment/builders are added, which allow the nanolathing of very expensive and powerful mobile units, defenses, and resources. Arm gets an equivalent to the Krogoth experimental gantry, and both sides get a host of big-ticket mobile units. If you stick to cheaper level 1 and level 2 units, you won't notice much difference between THE PACK and Uberhack. The more expensive units really change the game however. In addition, THE PACK's economy offers much in the way of resources... there's very potent tech4 resources and an entirely new underwater economy model as well.
THE PACK was specifically made
for Mac TA and as such has been carefully modified to deal with
issues around 8/16-bits sounds and also a number of weird graphical glitches
which seem to happen when some 3rd party units die. As far as I know all
units included with THE PACK exhibit none of these issues for Mac TA. The
mod also works for the PC version of TA, but it is the first mod of this
size and complexity that was really aimed at the Mac version of TA. By
and large is was made on a Mac, with occasional use of PC tools on a PC
or under virtual PC. Mac tools used included HPIDump, HPIPack, MacHPIView1.6.3,
BBEdit, Simpletext, GAFViewer, FixLineBreaks v2, and GrAFix. PC tools used
included HPIView, Gafbuilder Pro, Scriptor, Immerman's Dataviewer, TA Power's
3DO Drycleaner, and 3DO Builder.
THE PACK: What is Uberhack and why use it as a base for THE PACK? THE PACK is based on the most excellent Uberhack Mod, creation of Brave Sir Robin (BSR). Uberhack (UH) has been through uncountable changes over the past couple of years, and it's the kind of mod you either love or hate. Supreme thanks goes to BSR and the crew of the UH forums at Annihilated.com, TA Universe, and TAEC for all their hard work and input... particularly to BSR for his permission to use UH3.1.4 as a base for this Mod/Pack, and for reams of helpful advice freely given and for all the questions he answered.
Uberhack is a mod which sought to deal with some serious balance issues
and bugs within Old TA (OTA). If you've played OTA much, or become very
good at it, you'll notice that the best players stick to a handful of units:
Missile towers, Flashes, Samsons, Slashers, Goliaths, Hawks, Rapiers, and
that's about it. Ever been annoyed that Pelicans had the waterline bug,
that Core's antinukes would jam and refuse to fire, MMM-sparking, etc?.
All these bugs were fixed and more, and game balance was radically altered.
Uberhack attempted many of the same bug fixes as Switeck's acclaimed and
ongoing Bugfix project (indeed Uberhack and Bugfix 'shared' many fixes
and ideas back and forth), but also sought to address what was seen as
serious balance issues within OTA. Perhap Uberhack's most noble goal was
to attempt to add tactical and strategic diversity to the game, and make
useless units useful. Whether the mod was successful in this regard depends
entirely on who you talk to... :-)
A quick list of Uberhack's high points:
1) AA units became AA only: this is the single most important change, and the one which most OTA'ers hate. Missile towers, Samsons, Slashers, Jethros, Crashers, etc... they only shoot at air units.
2) Economy rebalancing: OTA was heavily weighted toward the Fusion/MMM combo, with Moho Metal extractors being too expensive to be viable. UH makes Mohos viable. Uberhack is far more resource-friendly than OTA.
3) Defensive units are far more powerful. DDMs, Annis, HLT's, MRPC's, watch out... potent stuff.
4) Core given a chance at early raiding... AK's and Instigators are ramped up with better weapons and speed.
5) Arm given a better late game... Bulldogs are brutal now (although Goliaths are still better).
The list of changes is far too comprehensive to totally list... for a complete list and explanation, go to BSR's site and poke around.
Uberhack is ultimately almost a completely different game than standard
TA. After beginning to play with it more than three years ago, I got completely
hooked. The strategic and tactical diversity that UH brings to the game
are quite attractive. THE PACK really started as an attempt to add a handful
of extra units to UH. It just got slightly out of control somewhere in
the middle...
CREDITS:
Primary credit goes to BSR (Brave Sir Robin). Uberhack is his project, and THE PACK draws enormously from his work.
Extra thanks to some of the UH denizens: Recon (for a handful of units, the smaller rocket tower and floating rocket tower models, and much patient help), Conq, Quitch(y), and some others... Switeck (for permission to use Counterstrike's cheating AI units as a basis for THE PACK's cheating AI and loads of help in making the changes), Wotan (for the cool nuke animation, atomic blast animation, teleport sounds, flamer viper, and much help and advice), M. Kenyon, Gamma (for much friendly help and advice), Nikola Genkov, Macpatriot, Joe Newhouse, No One (creator of MacUtator) and many others I'm sure I've missed. All these guys patiently answered questions, contributed help, units, advice etc. Thanks guys.
Special thanks to my younger brother Bruce (Zzyzy), who ported HPIDump and HPIPack to the Mac OS. Without his help and hard work, there would be no pack. He also converted all the various sounds to 8-bit format to maintain Mac TA compatibility. He's also the guy that first introduced me to Uberhack, which sort of started this whole thing.
Thanks for TA Power for the 3do drycleaner program which was run on all 3do models in THE PACK to reduce size and increase game speed.
Thanks to TA Arsenal for the TA evolve project which introduced bevy of new models for standard TA units. Many of them are used in THE PACK... some couldn't be used due to functional changes introduced by UH, and some didn't seem to fit well. None the less, many look fabulous and are used.
Also special thanks to Jim (No One), creator of MacUtator. He provided valuable feed back on the custom AI performance, provided the control files for the MacUtator version of THE PACK, uncovered many niggly little bugs, created the custom start-up screen and battleroom/campaign screens, and also fixed a number of the F1 pics which didn't display properly in Mac TA. MacHPIView 1.6.3 is also his creation, and saved tons of time and wear/tear on the HD. A number of the full-screen buildpics in THE PACKwere put together by him, and the ai template on which THE PACK's ai profiles are based was also his creation. Thanks, guy.
Thanks to those who aided in someway in beta-testing this thing... brother
Bruce (Zzyzy), son Jeff, No One, Allenthar, Dave Goding and his son Josh...
Particular thanks go to No One who provided invaluable feedback regarding
THE PACK's custom ai profiles and skirmish play, and David Goding, who
aided in much multiplayer testing, asked innummerable questions which raised
all sorts of issues I'd never dreamed of, and generally was willing to
put a load of time into testing in skirmish/multiplayer games.
Late credit goes to DannyU, who pretty much single-handedly did much of the script and niggling fixes in version 1.3 and following. Thanks for all your efforts.
Unitmakers are listed individually with their units as listed below. The units included with Uberhack were mostly made by BSR or TAEC. Other major contributors to THE PACK were (in no particular order): MadTA, Mayhem Inc, TADD, TA Arsenal Network (TAAN), Magma (M3G), Core Prime, M. Kenyon (UTASP, also works at MadTA), Designed 4 Demolition, Recon, Weird Units, Unlimited Units, Aftermath Design, Conrad/The Dojo, TAWF, Immerman, Savant (Seal Pack), TaskForce, Covert Jaguar, Bedlam Design, Shensei Design, Marcosoft, PWD, Nick, TAUCC, SOI Sentinel, RAT, KTAU, TAMMO, TAYU, Rhad, NJ_Thug, iTAZ, etc. Some build pics were used from UH3.1.8 which were created by Silencer of TA Power. Animations are included from a number of different sources, including Complete Annihilation (Ender), TLL, MadTA, WHACK etc. The large map selection GUI is from Visual TA, by Dark Rain.
TA Missions compatibility: THE PACK overwrites all existing TA mission units in an effort to squeeze more units in. The galactic gates, beacons, implosion devices, sea serpents, scorpions, truck... all are not what they once were. Hence THE PACK is COMPLETELY AND UTTERLY INCOMPATIBLE with all the standard TA missions/campaigns. This will likely include any 3rd party missions included with 3rd party maps, unless those mission do not use any of the mission-type cavedog mission units in anyway (e.g. galactic gates, implosions devices etc.). Sorry, but that's life.
TAMEC compatibility: THE PACK is intended to be compatible with the various Tamec feature files currently in use (Tamec2004/TAK_Anims2004), as well as upcoming versions. In discussion with Brull as to what weapons IDs Tamec would use in the future, I've set aside weapon IDs 230-235 as spare. This should ensure that THE PACK is compatible with Tamec's feature files, at least for the foreseeable future.
WARNING!!!!!
THE PACK is not compatible with any other unit pack nor any other additional 3rd party units!!!! THIS includes 3rd party units that might be included inside 3rd party maps and/or additional ai units which might be included with those maps. THE PACK itself is 510 units, with room for a single unit like Switeck's helper plane for testing etc. Get yourself a copy of HPIView for the PC or the most excellent MacHPIView 1.6.3 from macutator.com for the Mac OS and check those 3rd party maps before you play them... if you find a folder called units inside the map ufo, you're in trouble! You must HPIDump the map ufo and remove the offending units before attempting to repack it and use it. Exceeding the 512 unit limit will result in crashes, weird behavior, and all manner of unspeakable ills... unit selection goes in the tank in the Mac version of TA for example, with command-z/command-c grabbing all sorts of weird combination of units. Consider yourself warned....
Whether THE PACK works or not (as a mod) is uncertain. UH itself is an attempt to rebalance TA. The necessary weapon reallocation required to create a pack like this undid that rebalancing to a degree. Add an additional 150-odd units into the mix, and the rebalancing probably is unachievable. Nonetheless, hopefully you'll have some fun playing this.
Please report any bugs to Greybeard at greybeard191@fastmail.fm or post
in the pck's forum at TAUniverse.com
Install instructions:
Installation Requirements: As minimum requirements, you must have the following installed:
1) TA + the Core Contingency expansion Pack.
2) For PC TA, you must have the 3.1 patch installed (your install must include a Rev31.gp3 file)
3) For PC TA, it is strongly suggested that you install and use a total.ini file that allows use of up to 500 units.
4) For Mac TA it is strongly suggested you download and install the 3.1.2b6 patch. This is more stable than the orginal install, works better for on-line games, including better Gameranger support, plus adds supports for up to 1000 units.
5) It is suggested that you have a reasonably good PC or Mac to run
THE PACK on... the game likes lots of RAM, and pushing the unit limit to
510 different types of units/1000 units max just makes that all the more
important. Running THE PACK on a 233 Mhz iMac with 384 meg RAM works OK,
barely...
THE PACK consists of several folders and files:
Inside the INSTALLATION FILES folder:
1) A replacement Rev31.gp3 file. This is a MUST-have. It overrides everything else, and is a highly modified version of the UH 3.1.4 Rev31.gp3 file. Back-up your existing Rev31.gp3 file somewhere safe and install THE PACK's version of it in its place. Note that the Rev31.gp3 file provided contains the extra 6 Cavedog units within it, so you must remove those extra units (flea, hedgehog etc.) from your Install if you have them. Note that extensive weapon reallocation has taken place within the Rev31.gp3 file. If you attempt to add any additional units to this mod that use existing Cavedog weapon names (e.g. CORKBOT_ROCKET), you well achieve, ah, unexpected results. Be warned! Note also that UH's use of extra and different category tags has been extended to THE PACK. PC Uberhack users will notice that the CTRL-Q|Select all Bombers command and CTRL-E command has been removed... they're incompatible with the Mac Version of TA. CTRL-Q has been replaced with CTRL-Y. The new category tags are listed below for your perusal:
NOTE: In the Mac OS version of TA, these keys are all mapped to command+?
(insert letter of choice). In the PC version of TA, these keys are mapped
to control + ?
CTRL/CMD+A|Select All units;
CTRL/CMD+B|Select all Builders (construction units);
CTRL/CMD+C|Select the Commander;
CTRL/CMD+D|Destruct selected unit(s);
CTRL/CMD+E|Eject CD for MacOS only;
CTRL/CMD+F|Select all Factories;
CTRL/CMD+G|Select all mobile Ground units with weapons;
CTRL/CMD+H|Select all Hovercraft with weapons;
CTRL/CMD+I|Interface menu;
CTRL/CMD+J|Select all metal-makers and cloakable stationary units;
CTRL/CMD+K|Select all Kbots with weapons;
CTRL/CMD+L|Select all LRPC, silo, and anti-missile units;
CTRL/CMD+M|Select all Mines;
CTRL/CMD+N|Select all Naval units with weapons;
CTRL/CMD+O|Select all fighter planes;
CTRL/CMD+P|Select all Planes with weapons;
CTRL/CMD+R|Select all dedicated Radar/jammer/sonar units;
CTRL/CMD+Q|Quit game, Mac OS only;
CTRL/CMD+S|Select all units currently on the Screen;
CTRL/CMD+T|Select all Gunships;
CTRL/CMD+U|Select all Underwater units with weapons;
CTRL/CMD+V|Select all Vehicles with weapons;
CTRL/CMD+W|Select all mobile units with Weapons;
CTRL/CMD+X|Select all Defensive units;
CTRL/CMD+Y|Select all bombers;
CTRL/CMD+Z|Select all units of same type(s);
Also, when in a build menu, keys Q, W, E, R, F, and V correspond to
build menu positions 0
through 5..
e.g.:
Q--W
E--R
F--V
hence holding down shift-Q with an Antinuke selected will queue up antinukes, or while on an Advanced Air Plant will queue up Advanced Const. Aircraft at a horrendous rate, shift-V while on a Core Advanced Vehicle Plant's build menu will queue up goliaths etc.... useful to know.
The Rev31.gp3 file contains all necessary weapons, weapon 3DO files, sounds, and animations for THE PACK.
2) Three unit ufo files. There's an "A" pack (Skirmish), a "B"
pack (Lan/Skirmish), and a "C" pack
(Lan). Between the rev31.gp3 file, and including A, B, and C
unit ufo files, you'll be at 510 units total, two shy of the 512 maximum.
511 is the highest you should really go for game stability. So you can
add a single unit for testing or whatever. You MUST remove all other
3rd party units from your TA install to use this pack!!!!!. Further, the
A, B, and C packs are NOT compatible with other mods... they all rely on
the weapon consolidation, weapon 3DOs, sounds, and animations contained
inside the rev31.gp3 file.
Inside the AI FILES Folder:
1) BAI2K Folder... this contains various BAI (Blood thirsty AI) files, and is the creation of BSR, Uberhack's creator.Included is a BAI2K.ufo file which contains 69 nasty cheating units, a replacement sidedata.tdf file which goes into the Gamedata folder, a new skirmish.gui filde which goes in a Gui folder, and an AI folder which contains various AI text files. Use them if you dare... This is a brutal, basically unbeatable AI, with probably the most wicked reputation of any TA custom AI. These AI profiles have not been modified, and do not support any of the units included in THE PACK. Not that this AI needs them either.
2) THE PACK Cheating AI Folder... this contains various custom AI files. These are modified (with permission from Switeck) versions of Switeck's acclaimed Counterstrike AI cheating AI units. The AI profiles is based on a template built by No One, modified to take into account the AA-only units that Uberhack uses, and support is added for units included in THE PACK. Included files are a units folder which contains 17 of the various counterstrike cheating units (in some cases modified), and an AI folder which contains the various AI profiles. AI profiles included are:
3) Queller Fleabowl AI folder... this
AI is included with permission from Quitch(y), its creator. This is a fun
spoof AI in which an ARM AI opponent will only build Kbot labs, Const.
Kbots, Solars, Metal extractors, and billions of fleas. The included profiles
only work on certain maps (land only). Very fun and included for your enjoyment.
Miscellaneous Files:
1) This read-me
2) An AI installation read-me file. This file is mostly specific to
Mac TA users only, and details how to get the BAI, Queller Fleabowl, and
THE PACK AI files to work properly with THE PACK.
Installation Instructions:
For Mac and PC users the procedure is mostly the same...
1) backup your existing Rev31.gp3 file somewhere safe and install the new version included with THE PACK in its place.
2) place the three unit files (A, B, and C) in either your C:\Totala directory (for PC) or in your Internet Maps and Units Folder (for Mac).
3) you must remove all other 3rd party units and mods to use THE PACK. There is room for a single additional unit (for testing purposes), and there are NO spare weapon IDs. Removal must include 3rd party maps which include units inside them!
TAM Instructions:
Version 3.3 of THE PACK contains a TAM conversion folder made up by
Gabba. Read the readme, follow the instructions... it will create TAM files
ffrom the correct installation files of THE PACK. Just remember not to
move or rename anything first!!!
AI Useage:
It is strongly suggested you see the included AI installation readme
if you are a Mac TA user. PC TA users can follow standard procedure to
get the AI to work.
PLEASE MAKE CAREFUL NOTE OF COMMENTS BELOW REGARDING UNIT LIMITS!!!!!
THE REV31.GP3, A, B, AND C UNIT UFO FILES COMBINE TO TOTAL OUT TO 510 UNITS.
IF YOU WISH TO USE ANY OF THE CUSTOM AI FILES, YOU MUST REMOVE AS A MINIMUM
THE C UFO, AND POSSIBLY THE B UFO AS WELL.
1) If you wish to use the BAI and its included units files, you must
delete the "B" and "C"
(Lan) packs from the game first. The BAI2K.ufo Unit files include 69
additional units, as
does the combined size of the "B" and "C" (Lan) packs....
With the BAI, only the "A" pack can be used.
2) If you wish to use the THE PACK 's cheating AI, you must delete the "C" (Lan) Pack from the game first. The complete set of AI cheating units includes 17 extra units, the same as the "C" Pack. You can use the "A" & "B" packs with this cheating AI. This AI also works best with the unit limit set to at least 500 (or even better, 1000 if you're using Mac TA 3.1.2b6)
3) If you wish to use the Queller Fleabowl AI, you must delete the "C" (Lan) Pack from the game first. The included Fleabowl cheating units require this.
4) Note that all units in the three unit packs (A/B/C) have had AI weights/limits
added to their FBI files. They are all set to zero. Using the standard
included AI profiles in the Rev31.gp3 file (or any other AI profiles
that do not specifically support these extra units), none of these units
should be built by the AI at all.
Below is a listing of the various units included. For those of you unfamiliar
with Uberhack, I've included basic descriptions of the extra 3rd party
units included with that mod (and used in this one as well). I've also
documented some changes made to "stock" Cavedog units that were done by
UH or further modified by myself. I've tried to include correct designer/unit-maker
info to ascribe credit where due... some units are quite old however, so
this is not totally possible. In addition, some units have been rehashed
by others, changed, build-pics added/changed, etc. etc... it all becomes
quite muddled eventually. Nevertheless, be assured of this... I didn't
make ANY of these units. Where possible, I sought permission from the unit-makers
to include their work. Regarding all these units, I simply collected them,
ironed out some conflicts, and attempted to rebalance the whole works.
It is probably safe to say the EVERY UNIT in this mod has been modified
in some way, either in weapon, cost, or build position. Some have been
heavily changed. But all the actual credit for creation goes to the folks
that made them.
Basic Terms/Glossary:
LOS/Line-of sight: When referring to a unit, describes how far it can see. When describing a weapon, describes one which is not ballistic and upon which gravity has no effect. A LOS weapon is typically incapable of firing over terrain or wreckage obstacles.
Gauss: a projectile weapon with LOS characteristics. Typically fast shell speed. Some gauss weapons have terrain pentrating capabilities... the Arm Devastator and Core Krogoth both use weapons like this.
Laser: a beam weapon that typically has an associated energy cost to fire. The Arm Badger tank is laser reflective, and takes very little damage (5%) from lasers. Lasers are always LOS.
BLoD: Blue Laser of Death... a misnomer, Cavedog described these weapons as tachyeon weapons. The most powerful beam weapons in the game. Used on Annihilator, Krogoth, Doomsday Machine, Penetrator, etc.
AA: Anti-Air... most AA weapons in THE PACK are true AA-only... they have special damage lists and do little or no damage to ground units.
WT (Workertime): The rate at which a builder unit builds. Relates to buildtime. At a gamespeed of 0 (zero), a unit with a buildtime of 8000 will be built in 80 ticks by a unit with a workertime of 100. Typically workertimes range from 50 (level 1 con aircraft) to 300 (Commanders, tech4 builders) and as high as 450 for the repairarm. Workertime is additive... hence the term powerbuilding.
D-Gun: The most powerful weapon in the game, only on commanders. This also refers to a combination of fbi/weapon tdf commands/lines which allow the command-firing of a special tertiary weapon. This D-gun or special button is used on such units as the Commander, Aeon, Retribution, Fido, Krogoth, Fire Angel, nuke silos etc.
Command-fire: A weapon which requires that you click "attack" (or hit A) each and every time you use it. Weapons like this include nukes (main weapon), emp/neutron silo missiles, Liche/Spirit precision strike bombers etc. Unit with weapons like this will only attack a single time and then ignore the target even if it survives.
Armored State: some units have an armored state when closed or when a shield is activated. Typically (but not always) units have a on-off button to activate this. When in the armored state, a damage modifier is in place which causes the unit to take less hit points in damage. Examples: Annihilator, Doomsday Machines, Dragonslayers, Controller, Moho Exploiter, Toaster/Ambusher, Pitbull, Alien Fusions, etc. Not all units that close have armored states. And sometimes units have armored states without having an on-off switch. The Core beserker has higher armor when firing. Krogoths, Orcones, Karganeths, and Quadragoths all have armored states and damage modifiers which enbles them to have armor near or exceeding the TA game engine limit of 32000. Example, the Krogoth has armor of about 14000 but a damage modifier of 0.5, which increases the effective armor to about 29000... this was done to stop Krogoth -cloning, a bug where a veteran Krogoth (standard TA without a damage modifier/armored state and a stock armor of 29000) would actually exceed 32000 armor because of its veteran status. This veteran Krogoth could then be given to an ally, while the player who gave it away retained a severely damaged veteran Krogoth which could be repaired to full health and given away again. The damage modifier/armored state removes that "feature".
AOE: area-of-effect. Denotes the number of pixels over which an explosion has an effect. Can be combined with a edge effectiveness number to create a fall-off of effectiveness toward the edge of the explosion. AOE varies from small (lasers) to medium (riot cannons, AA explosions) to large (Crawling bombs/mines) to huge (nukes).
Stealth: unit does not appear on radar or sonar (hence amphibious units are not typically stealth).
Tracking: the ability of a weapon to track its target. Tracking can vary from extremely mild (torpedos and depth charges) to medium (Centurion/anvil missiles, sufficent to hit most ground units) to extreme (AA, used for Screamer/Mercury etc.)
Radar-jamming: does the same as stealth, but has no effect on sonar. Spies and Shimmer are the only units in the game with both cloaking and radar-jamming.
Cloaking: Unit can be invisible for a cost. Unit will have a decloak radius which varies by unit and can be seen by placing cursor over unit and holding down the shift key. Cloak cost rises dramatically if unit moves.
ROF: Rate-of-fire. How fast a unit fires.
Uberhack Units: (The Rev31.gp3 file includes a total of 360 units)
This is a list of the 3rd party units added by the Uberhack mod itself. Almost all the extra units (if not all) are creations by BSR himself. All these units are included inside the Rev31.gp3 file itself. Note that a handful of the units in standard UH3.1.4 have been deleted in this mod (Tick, Nautilis, metal generators, DragonFly air transport, Multi-directional versions of the floating Hover Platforms and regular Hover Platforms, Core dragon's eyes and UW dragon's eyes (now shares Arm's for unit consolidation)). In addition, any standard Cavedog units that received major changes as a result of the UH mod is also listed.
Structures
Unit: Advanced Air Repair Pads (New)
Side: Arm/Core
Description: quad air repair pad
Changes: workertime doubled to 200 in THE PACK
Function/Useage: Repair many planes quickly
Unit: Dragon's Eye (New)
Side: both
Description: Perimeter Camera
Changes: deleted Core version, made Arm version buildable by both.
Added to spy build menus.
Function/Useage: Cheap camera used to enhance LOS.
Unit: Harvester (New)
Side: Arm
Description: Geothermal Metal maker
Changes: none
Function/Useage: On-offable, either produces geo-class power or 6 metal
per tick... your choice. Big economy advantage for Arm on geo-rich maps.
Unit: Underwater dragon's eyes (New)
Side: both
Description: underwater perimeter camera
Changes: Added to spies build menu, conslidated to use Arm version
only.
Function/Useage: Same as land version, except UW
Unit: Underwater Moho Metal Extractors (New)
Side: Both
Description: advanced UW Moho
Changes: None
Function/Useage:Added as part of UH.
Unit: Veil/Shroud (New)
Side: Arm/Core
Description: jamming tower
Changes: None
Function/Useage: Jams a big piece of real estate, weak, deactivates
if damaged.
Unit: Exploiter (New)
Side: Core
Description: laser MEX
Changes: Metal output upped by 50%.
Function/Useage: MEX with a LLT laser, self-healing, stops some raiding,
at least until something with decent range shows up (Hammer?).
Unit: Moho Exploiter (New)
Side: Core
Description: see above
Changes: THE PACK adds self-healing
Function/Useage: Moho with armored state, dual HLT's and salvo rocket
fire, self-healing. Expensive but dangerous. Out-ranged by many units however,
so can be raided if the correct units are used.
Unit: Factories
Side: Both
Description: Factories
Changes: None
Function/Useage: UH adds multi-direction versions of most factories.
Nice! All on that single handyGUI button... BSR, that man is a genius!
Defenses
Unit: Centurion (New)
Side: Arm
Description: Heavy Rocket Battery
Changes: Range upped
Function/Useage: A deadly vertical launch Starburst rocket launcher
with tracking missiles. Has an armored state when closed. Most effective
when placed behind obstacles or fort walls.
Unit: Dragon's Claw (New)
Side: Arm
Description: pop-up DT armed with zeus lightning
Changes: none
Function/Useage: A nasty thing to mix in with standard DT's
Unit: Devastator (New)
Side: Arm
Description: Metal-extracting guass cannon
Changes: none
Function/Useage: Must be placed on metal patch to work. The higher
quality the metal patch, the faster it fires. Mines metal at moho rate
when not firing. Weapon has no-explode tag, fires through groups of units
and terrain. When fortwalled (double ring), is almost indestructible except
to hordes of Merls or bombers. Area-denial at it's best.
Unit: Anemone/Jellyfish (New)
Side: Arm/Core
Description: Depth-charge launcher
Changes: none
Function/Useage: Shore mounted DC launcher e/w sonar. Use to defend
against subs and amphib assaults
Unit: EMP/TRON Mine (New)
Side: Arm/Core
Description: EMP/Tron Mine
Changes: None
Function/Useage: stuns all Core units/damages all arm mobile units.
Built by MLV's and Core Scorpion Mine-laying Kbot.
Unit: Mines
Side: Both
Description: Mines
Changes: Uberhack changes all mines, making them very useable and much
cheaper. Try them out! On-offable, each side gets light, heavy mines, EMP
or Tron mine, nuke mines. Spy can build a sabotage mine which paralyzes
anything for ages (5 minutes?). In addition, the advanced consubs have
a nuke mine on their build menu.
Function/Useage: Deadly devices in UH. Mines are on-offable. When on
(activated) Mines go off in a chain reaction. When off, they do almost
no damage to each other.
Unit: Pitbull (New)
Side: Arm
Description: Pop-up cloakable gauss cannon
Changes: None
Function/Useage: Deadly in groups, highly armored when closed. Pops
lower level mobile units like popcorn.
Unit: Trident (New)
Side: Arm
Description: bob-up floating plasma cannon
Changes: Given custom weapon with slightly longer range and stronger
damage than standard UH version.
Function/Useage: Naval MRPC.
Unit: Behemoth (New)
Side: Core
Description: Geothermal powered plasma cannon
Changes: None
Function/Useage: Buildable only on a geo vent, has salvo fire. Deadly
defensive unit hampered by surfeit of geo vents on most maps. Produces
geo-class power when not firing. Not very good at hitting units which are
close-by.
Unit: Vulcan
Side: Arm
Description: RFLRPC
Changes: Changed range ring back to red (save weapon ID), upped E cost
significantly. Moved to tech4 builder menu due to extreme range
Function/Useage: Enormous 8000+ range, has range ring to match max
range, has permanent inaccuracy due to burst-fire tweak. Requires enormous
storage (20K+) to fire a single burst. A base-destroying beast. The "ejected-shell"
animation is removed, as you could see where a Vulcan was by watching mapped
territory that you didn't have LOS on simply by looking for the streams
of ejected shells. One note... the burst-fire/spray-angle tweak that gives
the Vulcan/Buzzsaw their permanent inaccuracy creates a rather odd "stuttering"
effect when they fire. It's more noticeable on the Vulcan due to the much
faster rate of fire, but you can hear/see (on the mini-map) the thing
fire in burst of 4 rounds (6 rounds for the Buzzsaw). Looks slightly odd,
but having this thing as permanently inaccurate is well worth it.
Unit: Buzzsaw
Side: Core
Description: RFLRPC
Changes: Changed range ring back to red (weapon ID consolidation),
upped cost to build. Moved to tech4 builder menu due to extreme range
Function/Useage: Same as Vulcan, with lower ROF and longer (10K) range.
Much more inaccurate than the Vulcan, and as such, excels at base-busting
rather than as a defensive weapon. A potential game ender. Is permanently
inaccurate like the vulcan and requires enormous storage and power output
to fire. Suffers to a lesser degree from the "stuttering" effect caused
by the burst-fire/spray-angle tweak.
Unit: Annihilator
Side: Arm
Description: BLoD unit
Changes: THE PACK adds self-healing, decreases armor by about 30% (closer
to what it was in OTA)
Function/Useage: Huge range increase in UH (1500). Annihilators with
overlapping fields of fire are very difficult to remove. Annihilator Creep
becomes a viable tactic.
Unit: Doomsday Machine
Side: Core
Description: Laser turret
Changes: THE PACK adds self-healing
Function/Useage: UH gives the BLoD a range boost, changes the second/third
lasers to FHLT and decklaser weapons. Almost invincible in close.
Unit: Big Bertha/Intimidator
Side: Arm/Core
Description: LRPC
Changes: Changed to red range ring
Function/Useage: UH makes these almost identical range and accuracy
(~5K/750). Now costs loads more energy to fire (5-6K per shot). You pretty
much need a fusion to power one, or at least a geo or two.
Unit: Kraken (New)
Side: Core
Description: bob-up plasma cannon
Changes: Given custom weapon with slightly longer range and stronger
damage than standard UH version.
Function/Useage: Naval MRPC.
Unit: EMP/TRON silos
Side: Arm/Core
Description: see above
Changes: None
Function/Useage: UH changes these to be cheaper, short range
(3000), defensive units. Almost impossible to use as cheap anti-nuke wasters
now.
Unit: Toaster/Ambusher
Side: Core/Arm
Description: Pop-up cloakable cannons
Changes: None
Function/Useage: UH made these cannons cloakable
Unit: Viper
Side: Core
Description: Cloakable Pop-up flame tower
Changes: Changed to use flamer model from Wotan's WHACK mod,
added cloakability
Function/Useage: Shortish ranged flamer that does fearsome damage
Unit: Widowmaker (New)
Side: Core
Description: Pop-up salvo cannon
Changes: Added radar/range ring back
Function/Useage: Pop-up cannon with 4K range, fires salvo of three
shots, long reload. required 17K storage to fire a full salvo. Armored
when closed. When open has radar equal to it's range. Very expensive.
Unit: Fort walls (New/Old)
Side: Both
Description: fortification walls
Changes: None
Function/Useage: UH adds FW gates (on-offable) individual posts, and
posts with LLT laser weapons. All on a single handy GUI botton too! Placing
gates in front of various defensive emplacements is a nasty trick, as many
units can fire thru the gates. The gates often become an effective way
to add about 3K armor to your defensive unit.
Unit: Fortitude/Protector/Scarab/Hedgehog/Collosus/Hive
Side: Arm/Core
Description: Antinuke silos, Mobiles
Changes: Stationary Antinukes given better damage modifier and are
cloakable. These are now much tougher to kill when closed, enough to make
it worthwhile to lob a nuke or two in to get them to open while attempting
that bombing run. Antinuke weapon changed to do zero damage (fix from Switeck's
bugfix) so Antis landing in your base don't do damage.
Function/Useage: UH changed these units to be unjammable... In certain
conditions, they can still be swamped but it's difficult. BSR made serious
script changes and animation deletions to change these. UH also added antinuke
capability to carriers.
Unit: Retaliator/Silencer
Side: Arm/Core
Description: Nuke Silos
Changes: A very large random delay was
given to the primary weapon of these units to stop them being gang-fired
(fired as a simultaneous group). Random delay varies between 100 and 15000
milliseconds at gamespeed=zero. Random delay cannot be defeated by hitting
stop once attack order is given either... missiles will be left standing
on the rails as it were, but will still launch in a random fashion.
Function/Useage: The large random delay is a desperate measure to stop a huge engine bug that allows gang-fired nukes to easily destroy a target in an area that is covered by mulitple antinuke silos. In essence having 5 antis fire at 5 incoming nukes would use up upwards of 10-15 anti nukes, and on small maps at least one of the nukes is almost guaranteed to get thru. With these random delay silos, 3-5 nukes will be stopped even in on-line games with some hefty lag. In lan games on large maps, ten nukes at a time can usually be safely knocked down. It should still be considered to be morally reprehensible to attempt to use lag to nuke-swamp another opponent.
Unit: Defender/Pulveriser/Sentry/Stinger
Side: Arm/Core
Description: AA Rocket Towers/Floating Rocket Towers
Changes: Uses down-sized models from DRUH. These things have paper-thin
armor, and it seems odd that they should be so large. The smaller models
make them more realistic-looking (IMHO), make them slightly less prone
to take damage (smaller footprint), and also allow them to take up less
space in your base (or create better "clusters").
Function/Useage: Potent AA only rocket launcher. No longer useable
against ground targets, but much more effective against Air. UH changes
the land-based variety to be buildable by the commanders, thus ending Comm-napping
as a viable tactic.
Vehicles
Unit: Lemming (New)
Side: Arm
Description: 4WD rolling bomb
Changes: none
Function/Useage: Annoying little unit with weird sounds. Has
a weak explosion which is mostly useful for clearing trees. This is considered
BSR's signature unit... :-) The ultimate TA insult is to kill your opponent's
commander by lemming-bombing him to death.
Unit: Dominator/Merl/Diplomat/Wombat/Nixer
Side: Arm/Core
Description: starburst missile units
Changes: All defensive structures in THE PACK added to special damage
lists
Function/Useage: UH modifies these units to do higher damage to all
defensive structures.
Unit: Mine laying vehicles
Side: Arm/Core
Description: Lays and clears Mines
Changes: Has a stockpileable weapon that clears mines effectively.
Function/Useage: Now part of basic defenses.
Unit: Badger (New)
Side: Arm
Description: laser-reflective tank
Changes: Modified in THE PACK to take some (5%) damage from all lasers.
Function/Useage: If your opponent is into laser defenses, use these!
Unit: Gremlin (New)
Side: Arm
Description: Stealth tank
Changes: Weapon given shorter range in THE PACK.
Function/Useage: Stealth tank with gauss weapon... perfect for sneaky
raiding.
Unit: Goliath/Bulldog
Side: Both
Description: heavy tanks
Changes: cost upped in THE PACK
Function/Useage: These units got a big armor/range boost in UH. Costs
upped to match.
Unit: Reaper
Side: Core
Description:Flamethrower tank
Changes: Script modified to up turret speed radically. Damage and shot
speed increased slightly.
Function/Useage: UH changed this tank to have a flamethrower. Poor
range, big damage. With the turret speed increase, these are deadly skirmish
units if you get too close.
Unit: Recluse (New)
Side: Arm
Description: All terrain spider tank
Changes: Speed, LOS, and armor all upped, footprint decreased to 2x2,
all to match UH3.1.8
Function/Useage: All terrain spider tank. Fast and agile with none-tracking
LOS rockets.
Unit: Mobile Jammers (Kbot and vehicle)
Side: both
Description: mobile jammers
Changes: None from Uberhack. UH modifed these to have larger jamming
radius, but they also deactivate if they take any damage for a short time
period.
Function/Useage: Far more useful than OTA jammers.
Kbots/Mechs
Unit: Fark
Side: Arm
Description: Fast repair/assist Kbot
Changes: None
Function/Useage: This unit is a different model than the standard Fark
(which became the Rector). Same stats as the old Fark, plus it has a basic
level 1 resource build menu
Unit: Fido
Side: Arm
Description: Fast Skirmish Kbot
Changes: LOS increased in THE PACK to make them more effective skirmishers.
Function/Useage: Uberhack changed this unit to have a standard gauss
cannon, and a D-gun controllable ballistic weapon as well.
Unit: Zeus
Side: Arm
Description: Heavy Lightning Kbot
Changes: Armor upped, but so is the cost.
Function/Useage: This is Arm's heavy Skirmish Kbot. As close to a Can
as it gets. Faster but wimpier. These are amazingly effective in groups.
Unit: Maverick
Side: Arm
Description: Gunslinging Kbot
Changes: Buildtime dropped about 20%, LOS increased.
Function/Useage: Huge damage/sec makes this Arms Premier Kbot. Now
easier to get.
Unit: Rector (New)
Side: Arm
Description: Amphibious Rez Kbot
Changes: Uses the old Fark model. Modified in THE PACK to be radar-jammed
(not stealth) and amphibious. Build distance increased to 80.
Function/Useage: Same as Necro, except is now amphibious.
Unit: Necro
Side: Core
Description: Amphibious Rez Kbot
Changes: Modified in THE PACK to be radar-jammed (not stealth) and
amphibious. Build distance increased to 80.
Function/Useage: Counter to Rector.
Unit: Orion (formerly Arm Shooter)
Side: Arm
Description: Sniper Kbot
Changes: Range increased/special damage list shrunk to include commanders
only. Reload halved to 10 seconds (UH3.1.8)
Function/Useage: UH changed this unit from cloakable to stealth, made
weapon completely silent with no beam or explosion. Same unit model as
old Arm shooter (replacement)
Unit: Infilatrator/Parasite
Side: Arm/Core
Description: spy kbots
Changes: build menus expanded in THE PACK
Function/Useage: UH changed these spies to make them amphibious, with
personal jamming, added a build menu with a sabotage (paralyzing) mine.
THE PACK adds to their build menus: Dragon's eyes, UW Dragon's Eyes, Advanced
Dragon's Eyes (really a stationary version of the spy itself), a demolition
mine, and a spy vs. spy mine (used to destroy spies and Adv. DE's).
Unit: Can
Side: Core
Description: armored Kbot
Changes: None
Function/Useage: UH upped the speed of these so they can escort Goliaths.
Use them!
Unit: Slashers/Samsons/Jethros/Crashers/Swatter/Slinger/Pelican
(AA weapon)/Copperhead/Phalanx
Side: Both
Description: AA units
Changes: None
Function/Useage: UH changes all of these to be AA only, but much more
effective against planes. A huge gameplay change from OTA! In addition,
UH added the famous "AA Target-Lock Fix" to
all mobile AA units, which makes them much more useful. In OTA, a mobile
AA unit would frequently achieve target lock on an aircraft but fail to
destroy it. If the aircraft flew out of range, the mobile AA units would
retain target lock on the first aircraft and willfully ignore any new aircraft
targets that came by, even if the Mobile AA units was actually being fired
on by the new aircraft! This problem is now fixed.
Unit: Gimp
Side: Core
Description: amphibious kbot:
Changes: Given core scorpion laser (weapon consolidation)
Function/Useage: UH gives this thing a torpedo. Now the laser is better
as well. For the money, probably the best amphibious unit in THE PACK.
Unit: Freaker
Side: Core
Description: Fast construction kbot
Changes: None
Function/Useage: UH changed this unit from an attack kbot to a builder.
Now builds only defensive structures.
Unit: Krogoth
Side: Core
Description: Krogzilla
Changes: THE PACK shortens the ROF on the BLoD slightly, and switches
the no-explode gauss cannons to be D-gun controllable.
Function/Useage: UH changes these to be amphibious/ remove cloning
bug (14K armor with modifier), gives no-explode gauss cannons on arms.
Unit is now extremely effective against hordes of smaller units.
Unit: Scorpion (New)
Side: Core
Description: Mine-laying Kbot
Changes: None
Function/Useage: UH added this unit... same as MLV but without the
mine-clearing rocket.
Unit: Skuttle (New)
Side: Core
Description: Advanced crawling bomb
Changes: None
Function/Useage: Cloakable roach with a bigger bang... slow as molasses
in a snowstorm
Unit: Sumo
Side: Core
Description: Cloakable Amphibious armored kbot
Changes: Model change for laser, ROF increase, slight range increase,
made cloakable as in UH3.1.6. Made air transportable again, as per UH3.1.8.
Is also amphibious, although it's pretty darn slow underwater.
Function/Useage: UH doubled the damage of the laser. Coupled with the
other changes, the Sumo has become something you don't want to be close
to.... ever.
Aircraft
Unit: Saber (New)
Side: Arm
Description: seaplane laser gunship
Changes: None
Function/Useage: Deadly in packs
Unit: Tsunami (New)
Side: Arm
Description: seaplane bomber
Changes: None
Function/Useage: Uses phoenix bombs. Slightly higher armor than Phoenix.
Unit: Seahawk
Side: Arm
Description: seaplane sonar plane
Changes: The stockpileable torpedo can also be used to clear new floating
mines.
Function/Useage: UH gives this plane a stockpileable shockwave torpedo
for hunting fibbers. This torpedo is now also the only method of clearing
naval mines, both floating and submerged, aside from using cheap Skeeter
fodder of course.
Unit: Cutlass (New)
Side: Core
Description: Seaplane gunship
Changes: None
Function/Useage: riot cannon gunship, slow but deadly
Unit: Hunter
Side: Core
Description: Seaplane sonar plane
Changes: The stockpileable torpedo can also be used to clear new floating
mines.
Function/Useage: UH gives this plane a stockpileable shockwave torpedo
for hunting fibbers. This torpedo is now also the only method of clearing
naval mines, both floating and submerged, aside from using cheap Searcher
fodder of course.
Unit: Avenger/Freedom Fighter
Side: Arm /Core
Description: Level 1 fighters
Changes: changed in THE PACK to use the AA only missile from
the Hawk.
Function/Useage: UH made these both AA only, but far more effective
at AA.
Unit: Hawk/Vamp
Side:Arm/Core
Description: Advanced stealth fighters
Changes: Hawk/Vamp use same missiles now (weapon consolidation)
Function/Useage: UH changes these to much lower armor, one missile
is AA only, so less useful for attacking ground units.
Unit: Tornado/Voodoo
Side:Arm/Core
Description: Seaplane fighters
Changes: uses same weapon as Hawk/Vamp (weapon consolidation)
Function/Useage: These units now use the ground/air combo Hawk missile,
hence are quite effective at ground attacks (similar to OTA Hawk/Vamp)
Hovercraft
Unit: All Hovercraft
Side:Both
Description: All Hovercraft
Changes: UH modifies all hovercraft to have much better turnrates.
In addition, floating hovercraft platforms are added, making hovercraft
more viable on maps with little land, or even all water.
Function/Useage: More useful than ever.
Naval
Unit: Fibber
Side: Arm
Description: sonar jamming sub
Changes: None
Function/Useage: Modified in UH so it only jams when stationary/jamming
deactivates for some time when damaged.
Unit: Manta (New)
Side: Core
Description: Spy sub
Changes: None from UH
Function/Useage: Fast spy sub with stockpileable shockwave torpedo
for deactivating Fibbers. Shockwave torpedo serves only to halt Fibber
jamming and make them "visible".
Unit: Leviathan
Side: Core
Description: Super sub
Changes: Turnrate increased
Function/Useage: UH gave this sub a d-gun controllable snipedo with
huge damage and a very long (45 tick) reload.
Unit: Colossus/Hive
Side: Arm/Core
Description: Carriers
Changes: UH added the ability to build antinukes to these vessels.
Function/Useage: Protect your naval fleet from nukes... and repair
planes, and have huge radar, and energy production, etc.
Additional Units which are added by overwriting two unused mines and the various mission units from the Cavedog missions:
Unit: Pike
Side: Arm
Unit Overwritten: ARMSS (Sea Serpent)
Description: Heavy Assault sub
Changes: Cost modified to make slightly cheaper than Leviathan.
Function/Useage: Built in advanced shipyard and underwater factory.
This is as close as Arm gets to the Leviathan. Slightly faster, cheaper,
with slightly weaker armor. Armed with the same torpedo weapon as the Leviathan
(except non-turreted), but lacks the snipedo weapon with the long reload.
Unit: RepairArm
Side: Both
Unit Overwritten: ARMMINE1 (unused light mine)
Description: Build-assist unit
Changes: Modifed to use the retextured model by Wotan. Workertime modified
to 450
Function/Useage: Built in Krogoth gantry/High tech lab. Too expensive
for repair work, made for high-power build-assist with very long nano-range.
Added back in by special request of D. Goding :-)
Unit: Fulgarant
Unitmaker: TAAN
Side: Arm
Unit Overwritten: ARMBEAC (implosion device)
Description: Heavy Plasma battery
Changes: Range increased, damage increased, sounds changed
Function/Useage: Built by all advanced con units. Somewhat longer range
than Guardian/Punisher and Omega, smaller AOE, rapid-fire. Counterpart
to Core Omega. Very fast turret turnrate.
Unit: Spitfire
Unitmaker: Magma
Side: Core
Unit Overwritten: CORMINE3 (unused medium mine)
Description: Super-flakker AA unit
Changes: Turret turn rate increased from stock unit
Function/Useage: Built by Beast. Uses same flakker weapon as Dragonslayer,
adds AA missiles. More expensive than dragonslayer, lacks pop-down armor
capability. Also has slightly slower turret turn rate. Warning:
weapon consumes metal to fire!
Unit: Dfens
Unitmaker: Wormhole Productions
Side: Core
Unit Overwritten: CORGATE (Galactic Gate)
Description: Heavy Plasma Cannon
Changes: model modifed to be larger, weapon changed.
Function/Useage: Built by Beast. Powerful and heavily armored turret
with large aoe weapon.
Unit: Tempest
Unitmaker: Bedlam Design
Side: Arm
Unit Overwritten: ARMGATE (Galactic Gate)
Description: Heavy Assault Hovercraft
Changes: Cost modified.
Function/Useage: Built by various hovercraft platforms. Uses maverick
cannons and burst-fire vlaunch missiles.
Unit: Dora
Unitmaker: Xubor/M3G/Magma
Side: Core
Unit Overwritten: CORBEACON (Implosion Device)
Description: Very Long range Cannon
Changes: Cost modified/uses different explosion animation. Model size
upped.
Function/Useage: Built by Beast. 13K range with small AOE explosion.
Somewhat inaccurate and long reload (30 second). Longest ranged cannon
in the game. Requires 50K energy storage to fire a single round.
Unit: Termite
Unitmaker: Conrad/The Dogo
Side: Core
Unit Overwritten: CORSCORP (scorpion)
Description: itty-bitty bomb for tree clearing
Changes: costs modifed/now uses lemming explosion.
Unit: Shellshocker
Unitmaker: Mayhem Units
Side: Arm
Unit Overwritten: ARMSCORP (scorpion)
Description: Mobile Guardian
Changes: costs modifed/now uses Trident/Krakken cannon
Function/Useage: Built by in HT Lab. Rough counter to Pegassus but
with far better cannon. Spider-class climbing ability and very long reach.
Unit: Sonar Jamming Tower
Unitmaker: Magma
Side: Core
Unit Overwritten: CORSS (sea serpent)
Description: jams sonar.
Changes: None
Function/Useage: Built by advanced con sub. Core's counter to the Fibber.
Jams a somewhat larger area, but is stationary and can be seen and targetted
as it is a surface structure.
Unit: Blanker
Unitmaker: Immerman
Side: Both
Unit Overwritten: CORTRUCK (truck used in core prime missions)
Description: Cloakable Tech4 Radar Jammer
Changes: cloak cost is drastically upgraded, radar jamming radius decreased
Function/Useage: Built by tech4 builders. Astronomical cloak cost to
discourage use of this feature, but if your economy can afford it... good
for you.
Unit: Blue Eye
Unitmaker: Magma
Side: Both
Unit Overwritten: CORBUILD (hydration plant)
Description: Cloakable super radar
Changes: Given to both sides (unit consolidation)
Function/Useage: Built by General/Beast. Huge radar range. This will
inspire you to built jammers.
Unit: Shimmer
Unitmaker: Mad TA
Side: Arm
Unit Overwritten: ARMDEV1 (impolsion device)
Description: stealth/cloakble attack Kbot
Changes: cloak cost and radius upped
Function/Useage: Built in advanced Kbot lab. This is the only armed
unit in THE PACK which is stealth and cloaked. It has a fairly wimpy weapon
(light tank cannon) and paper-thin armor. The decloak radius is also fairly
large so they must be managed carefully to avoid detection. Still,
these can provide a nasty surprise, and will inspire the building of inner
base defense... hint hint.
Unit: Shodan
Unitmaker: Mayhem
Side: Core
Unit Overwritten: CORDEV1 (implosion device)
Description: Laser tank
Changes: model slightly enlarged, speed, cost, and armor upped
Function/Useage: Built in advanced Vehicle Plant. A reasonably cheap
tank which uses the FHLT laser, but with a 4.5 tick reload (reload slowed
down by script)
Unit: Spy vs Spy Mine
Side: Both
Description: Mine that destroys spies and spycams (Advanced Dragon's
Eyes) only
Changes: None, used as is from DRUH
Function/Useage: Built by spy only. If command-fired, it destroys any
spies or spycams over a very large area (including your own!!!). Use to
clear your base of those pesky spies. Just be sure where your own spies
are out of the way first.
Unit: Demolition Mine
Side: Both
Description: See above
Changes: None, used as is from DRUH
Function/Useage: Built by the Spy only. Does very heavy damage with
a tiny AOE. Gives spy an offensive capability. Just be aware that
the spy decloaks when he builds and building one of these takes some time...
Structures
Unit: Alien Advanced Fusions
Unitmaker: TADD
Side: Arm/Core
Description: Cloakable shieldable high-powered Alien tech fusion plant
Changes: Output upped, model retextured
Function/Useage: Built by General/Beast (tech4 builders). Uses retextured
model from DRUH (I don't remember who actually made the new model... sorry).
Can cloak for around 1K, shield for most of the rest of it's output.
Unit: Moho Geothermal
Unitmaker: TADD
Side: Arm/Core
Description: Bigger better geo
Changes: None
Function/Useage: Fusion-class+ power from a geo, with an enormous explosion
when it dies. Can be built by any advanced construction unit. Build pics
from UTASP. Cheaper to build than a regular fusion.
Unit: Alien Particle Accelerator
Unitmaker: Marcosoft
Side: Arm
Description: cloakable high-powered plant with triple Annihilator
weapons/
Changes: script modifed to get rid of graphical weirdness upon death
in MacTA.
Function/Useage: Very expensive to build, cranks out better than 10K
energy. Three Annihilator BLoD weapons makes it very dangerous. Built by
General.
Unit: High Tech Lab (formerly called Heavy Vehicle plant in UTASP)
Unitmaker: MadTA
Side: Arm
Description: Arm's equivalent to the Krogoth gantry
Changes: Changed name from Heavy Kbot Lab, upped WT to 585
Function/Useage: Used to build all tech 3 units/ General (tech 4 builder).
Cool animations by M Kenyon.
Unit: Underwater Moho Metal Makers
Unitmaker: Covert Jaguar
Side: Arm/Core
Description: UW MMM
Changes: None
Function/Useage: Built by advanced con subs and advanced construction
seaplanes. Hide your economy under the sea! Less efficient than the
land-based variety.
Unit: Deep Bore Metal Extractors
Unitmaker: unknown (found in the old UHCP/Tech4 units packs)
Side: Arm/Core
Description: Super metal extractors
Changes: added new sound class, uses sounds from UTASP.
Function/Useage: Built by General/Beast. Essential for that big-time
war economy.
Unit: Sub Pen
Unitmaker: unknown
Side: Arm/Core
Description: Produces subs and amphib units
Changes: Modified to use yardmap from DRUH
Function/Useage: Built by adv con sub and adv con seaplane. Great for
building a complete UW economy/military.
Unit: Alien Metal Maker
Unitmaker: Magma
Side: Core
Description: Advanced metal/energy producer
Changes: None
Function/Useage: Built by Beast. Very expensive unit with enormous
explosion when destroyed. Cloakable. Produces large amounts of energy,
or can convert most of that energy to large amounts of metal. Not as effective
as the Arm Resource Center, but occupies less space and is slightly cheaper
to build.
Unit: Ultra Gantry
Unitmaker: Wotan
Side: Core
Description: Builds Quadragoth and Dragoth
Changes: cost/workertime upped drastically
Function/Useage: Huge and expensive gantry, built by Beast tech4 builder.
Can be cloaked while building for an astronomical 10K energy per tick.
It costs more than a Krogoth to build one of these gantries. Heavily armored.
Used only to build Quadragoths and Dragoths... On many maps, you will find
difficulty even finding room to build one of these.
Unit: Storage Facility
Unitmaker: Immerman
Side: Both
Description: Advanced storage facility
Changes: Upped amount of storage.
Function/Useage: Buildable by all land/air advanced con units on both
sides. 45/15K energy metal storage. Cloakable. Build Pic from UTASP.
Unit: Resource Facility
Unitmaker: TAWF
Side: Arm
Description: Advanced resource producer
Changes: Output increased
Function/Useage: Built by General. Produces tons of energy, can cloak,
can covert all that energy into larger amounts of metal than the Alien
metal maker. Big footprint compared to alien metal maker. Goes up with
a huge bang.
Defenses
Unit: Nemesis
Unitmaker: WEIRD
Side: Arm
Description: Heavily armored tesla tower
Changes: Script modified to increase turret turn rate.
Function/Useage: Arm's heaviest armored defense with near Krogoth-class
armor. Bigtime-damage lightning with a longish reload and around 1500 range.
Built by General.
Unit: Arch
Unitmaker: PWD
Side: Arm
Description: Heavy gatling plasma battery
Changes: None
Function/Useage: Rapid fire version of Guardian. Build pic by M. Kenyon.
Buildable by any advanced construction unit.
Unit: Dragonslayer
Unitmaker: CorePrime/M. Kenyon
Side: Arm
Description: Pop-up super-flakker
Changes: None
Function/Useage: modified by M Kenyon to be pop-up (automatically upon
targets arriving). Heavily armored (can survive several nukes) when closed.
Shreds gunships like there is no tomorrow. Warning:
weapon consumes metal to fire!
Unit: Controller
Unitmaker: Hitman
Side: Arm
Description: Pop-up AA tower
Changes: None
Function/Useage: Built by advanced con units. Very fast AA-only missiles.
Shorter range than Mercury but much higher ROF. Has damage modifier when
closed. Counterpart to Core SAM.
Unit: Repeater
Unitmaker: Taskforce
Side: Arm
Description: Long Range Burst Missile Launcher
Changes: None
Function/Useage: Built by adv. con units. Very accurate burst launch
rockets. 2K+ range. Can be easily overrun by swarms of units.
Unit: Howler (formerly called Screamer)
Unitmaker: TAAN
Side: Core
Description: Rapid-fire plasma cannon
Changes: F1 pic fixed by No One
Function/Useage: Built by all advanced con units. Rapid-fire
version of punisher. Uses same weapon as ARCH.
Unit: Roman Candle
Unitmaker: unknown
Side: Core
Description: Rocket Turret
Changes: None
Function/Useage: Built by all advanced con units. Slow rate of fire,
but fires three of the Ranger/Hydra starburst rockets. Missiles do not
track, but have quite long range and this becomes an extremely useful defensive
weapon if enemy units pile up behind wreckage etc.
Unit: Anvil (formerly called the Vulcano)
Unitmaker: Unknown
Side: Core
Description: Heavy Rocket defense system
Changes: Weapon stats changed
Function/Useage: Built by all advanced con units. This is basically
a more advanced version of the Arm Centurion. Uses same weapon as Core
Dragon/Core Firestorm. More expensive than the centurion and lacks it's
armored state when closed. Also is one tech level up from the Centurion.
Has Starburst weapon with limited tracking ability. Best when placed behind
fortwalls or natural terrain obstacles.
Unit: Mercury/Screamer
Unitmaker: TARAD
Side: Arm/Core
Description: Advanced SAM Towers
Changes: weapon upgraded
Function/Useage: Built by advanced con units. Deadly long range SAM
units with longish reload. The Arm version is cheaper, the Core version
has included radar. These can destroy many planes in a single hit, and
have by a wide margin the most potent explosion of any AA missile, complete
with a very large AOE. Hampered by longish reload and tendency for sets
of them to all fire their missiles at the same leading plane... The first
plane dies a thousand times over and the rest come in scot-free. Still
these are potent units and useful for AA "sniping". Warning:
weapon consumes metal to fire!
Unit: Alpha (formerly called the Nebraska)
Unitmaker: TAAN
Side: Core
Description: Ion Cannon
Changes: None
Function/Useage: Built by Beast. Very expensive defensive structure
with powerful long-range LOS laser weapon. Heavily armored. One very cool
looking unit.
Unit: Omega
Unitmaker: TAAN
Side: Core
Description: Plasma Battery
Changes: Range increased, reload decreased
Function/Useage: Built by all advanced con units. Somewhat longer range
than Punisher, bigger AOE, shorter reload. Counterpart to Arm Fulgarant
Unit: Floating Mines
Unitmaker: AMD
Side: Arm/Core
Description: Light and Heavy floating Mines
Changes: scripts modified, stats modified, etc. so as to have these
mines work like Uberhack's land mines.
Function/Useage: Built by both sides advanced con subs. These mines
are dirt-cheap to build and maintain (cloak). They can be easily cleared
by the shockwave torpedos built by the sonar seaplanes (which also clear
the nuke mines now). These mines, unlike the nuke mine, float and are hence
viewable on radar. Mines are on-offable. When on (activated) Mines go off
in a chain reaction. When off, they do almost no damage to each other.
Unit: Azue
Unitmaker: Mayhem
Side: Arm
Description: Heavy defensive cannon
Changes: modified to have longer range/larger aoe explosion.
Function/Useage: Built by General. Rough counter to Core Dictator,
with lower armor and shorter range. Cheaper to build, has slightly shorter
range, weapon has longer reload but does 50% greater damage over large
AOE.
Unit: Sky Cannon
Unitmaker: M3G
Side: Arm
Description: Ion cannon weapon
Changes: cost modified, added new sounds, added fullscreen buildpic
by M3G/No One
Function/Useage: Built by Wolverine dedicated builder. This is the
ultimate stationary defensive/offensive unit in the game. It has a very
long reload and about 15000 range (50% large than the Buzzsaw). Huge
buildtime and not build-assistable. Unit animates a rocket launch upon
completion of construction by the Wolverine builder, and thereafter acts
as a satellite base station. Weapon is stockpileable and non-interceptible.
You WILL want to watch the rocket launch at structure turnup...
it is very cool.
Vehicles
Unit: Blitz
Unitmaker: MadTA
Side: Arm
Description: Heavy Rocket launcher
Changes: None
Function/Useage: Built by advanced vehicle plant. Fires salvos of 6
rockets at very long range, followed by a 30 tick reload.
Unit: Ground Pounder
Unitmaker: Taskforce
Side: Arm
Description: Long range artillery
Changes: None
Function/Useage: very long range (2K+), inaccurate artillery unit.
Buildable from High Tech Lab. Deadly in packs. Shares weapon with Core
Demolisher. Faster than Demolisher, but weaker armor.
Unit: Kaat
Unitmaker: SWS
Side: Arm
Description: Anti-Air Tank
Changes: Weapon made more effective
Function/Useage: Deadly AA unit, built in advanced vehicle plant. Air-only
weapon. The most effective mobile AA (for the cost) missile unit
in THE PACK.
Unit: Orca
Unitmaker: TADD
Side: Arm
Description: Heavy Amphibious tank
Changes: Added to subpen build menu
Function/Useage: Heavy amphib tank with Bulldog weapon. Built in advanced
vehicle plant and sub pen/
Unit: Rebel
Unitmaker: Mayhem
Side: Arm
Description: Shielded command tank
Changes: None
Function/Useage: On-offable tank. When on, has radar and shield which
effectively doubles armor. When off, has double ROF for bulldog weapon.
built in advanced vehicle plant. Very cool unit.
Unit: Stompy
Unitmaker: Unknown
Side: Arm
Description: Disguised Bulldog
Changes: None
Function/Useage: Built in Advanced Vehicle plant. An evil unit
that looks like a Stumpy, smells like a Stumpy, but is switchable via on/off
button to use a bulldog weapon. Surprise your friends... well, surprise
them once anyway. Has lower armor when in "Bulldog" mode.
Unit: Metron
Unitmaker: MadTA
Side: Core
Description: Heavy weapons tank
Changes: script modified to get rid of graphical explosion weirdness
in MacTA.
Function/Useage: Built in Adv Veh Plant. Heavy armor (8K), powerful
gun with very long reload. Very slow. The quintessential Core tank. Very
cool scripting as turret smokes after firing.
Unit: Loki
Unitmaker: TAMMO
Side: Core
Description: Medium Rocket launcher
Changes: Changed to Arm Ranger starburst missile.
Function/Useage: Built in advanced vehicle plant. Expensive and weak.
Fires pairs of Ranger rockets, also armed with Defender AA missile. Great
for taking out defenses, must be escorted!
Unit: Infidel
Unitmaker: Mayhem Inc
Side: Core
Description: Cloakable Riot Tank/Mobile Artillery
Changes: upgraded riot weapon
Function/Useage: Built in Advanced vehicle plant. A cloakable upgraded
leveler with a twist... it's got a long range mode that uses the destroyer
cannon (D-gun controllable/on-offable). Has only 50% armor when in long-range
mode.
Unit: Cyclops
Unitmaker: Magma/M3G
Side: Core
Description: Heavy Amphibious tank
Changes: Added to subpen build menu, changed to Goliath weapon, upped
cost severely.
Function/Useage: Built in advanced vehicle plant and subpen. Uses Goliath
weapon and Dominator Vlaunch missile. Expensive but ideal for base-busting.
Unit: Greyhound
Unitmaker: Rhad
Side: Arm
Description: Prototype command tank
Changes: Greyhound updated to make all variants have radar. Command
tanks are created with radar activated, non-command tanks have radar deactivated.
Costs and energy use upped to match, damage modifier on command tank upped
to 0.5 to better differentiate command from non-command tank. All these
fixes done to remove annoying group behavior whereby Greyhounds in mixed
group with other onoffable units would block other units from being mass
activated or deactivated by virtue of their unique script.
Function/Useage: Built in advanced vehicle plant. A scripting marvel.
Powerful tank e/w a mass driver main gun and LLT laser weapon... every
10th unit created (statistically) will randomly be a command tank which
has a damage modifier (which equates to double the armor) and krogoth
rockets in addition to the regular stuff. Very very cool. Fbi modified
so
Unit: Tiger
Unitmaker: Furtive Fox
Side: Arm
Description: Amphibious Super Heavy Battle Tank
Changes: None
Function/Useage: Build in High tech lab. The heaviest armored tank
in THE PACK. Build pic from UTASP. Deadly weapons, amphibious. If one of
these crawls up on your beach, you're in big trouble.
Unit: Wolverine (renamed from Sabre)
Unitmaker: Magma/M3G
Side: Arm
Description: Dedicated cloakable Skycannon Builder
Changes: None
Function/Useage: Build in High tech lab. A hugely expensive builder
that has the sole purpose of the building the skycannon. Cannot guard,
repair, or patrol. Can only build Skycannons. Don't bother building two,
unless you want to build two skycannons at once. They can't help each other.
Unit: Horgue
Unitmaker: TAAN
Side: Core
Description: Heavy Rocket Tank
Changes: Cost upped, range decreased
Function/Useage: Build in Advanced Vehicle Plant. Long ranged burst-fire
rocket tank with accurate rockets.
Kbots/Mechs
Unit: Bantha
Unitmaker: TaskForce
Side: Arm
Description: Super Assault Kbot
Changes: missile to CorMech rocket, made amphibious like Krogoth.
Function/Useage: Used the version from UTASP. shorter ranged weapon
than Krogoth, but deadly to units up close. Build pic by Sinclaire from
TAAN. Buildable from the High Tech lab.
Unit: Archangel
Unitmaker: Mayhem Inc
Side: Arm
Description: "Flying" Kbot
Changes: None
Function/Useage: Build in advanced Kbot Lab and SubPen. A "flying"
(floating) Kbot with very cool animations. Has a somewhat heavier armored
state when walking on land. Uses the Anaconda cannon and Rocko missile
for weapons.
Unit: Orcone
Unitmaker: MadTA
Side: Arm
Description: Shielded Heavy mech
Changes: None
Function/Useage: The pinnacle of Arm technology. Brutal heavy mech
with bug-zapper shield. Deadly against ground units, almost defenseless
against air. Better than 80K effective armor. This is one cool unit! Custom
sounds etc. Built in High tech Lab.
Unit: Pod
Unitmaker: TAAN
Side: Arm
Description: All Terrain Assault Vehicle
Changes: None
Function/Useage: Tremendous climbing ability, radar, long range cannon.
Built in High Tech Lab
Unit: Razorback/Special edition
Unitmaker: Aftermath Design/Xubor
Side: Arm
Description: Siege Mech
Changes: None
Function/Useage: Fast deadly mech with cool weapons and animations.
D-gun controllable burst weapon, gatling laser weapon. Deadly base-cracker
when used in packs. Built in high tech lab.
Unit: Sniper Wolf
Unitmaker: TAAN
Side: Arm
Description: Fast cloakabke hunting Kbot
Changes: Changed rocket to krogoth rocket (weapon consolidation)
Function/Useage: High-power unit with good AA capability and potent
gun. Built in high tech lab. Cloakable.
Unit: Beast Tech4 Builder
Unitmaker: Recon/DRUH?
Side: Core
Description: Tech 4 builder
Changes: Given commander-class climbing ability
Function/Useage: Cloaks, amphib, builds all tech 4 units. Armed with
Troll laser and potent railgun/Dgun. Slower and more heavily armored than
Arm General, but lacks AA capability. Can Capture as well.
Unit: Absolute Chaos
Unitmaker: Bedlam Design
Side: Core
Description: Heavy Weapon system
Changes: Changed sound of autocannon.
Function/Useage: Built in Krogoth Gantry. Possibly the squarest unit
ever made. Armed with auto cannons, rapid rockets, and a D-gun button controllable
flame thrower. Powerful shorter ranged weapons.
Unit: Beserker
Unitmaker: Nick
Side: Core
Description: Fast Assault Kbot
Changes: None
Function/Useage: Built in advanced Kbot lab. Very cool unit with neat
walk script by Nick... has short ranged rapid fire weapon. Beserker-mode
means it takes more damage to kill it if it's firing.
Unit: Howie
Unitmaker: Mayhem
Side: Core
Description: Howitzer Kbot
Changes: None
Function/Useage: Built in Krogoth Gantry. Cutest unit in THE PACK.
Howie fires a salvo of 4 howitzer rockets, then waits and takes a wee bit
of a rest. Long range (1800), weak armor. Requires serious support
to use effectively. Howie is my hero :-)
Unit: Karganeth
Unitmaker: MadTA
Side: Core
Description: Advanced Demolition Mech
Changes: BT dropped in THE PACK
Function/Useage: Built only in the Karganeth Gantry. This is the second
most powerful mobile unit in the game. Incredibly cool sounds and animations.
Somewhat more costly than Arm Orcones, but more effective as well This
is one expensive unit.
Unit: Quadragoth
Unitmaker: Wotan
Side: Core
Description: Ultra Experimental Kbot
Changes: BT (buildtime) raised to amazing heights in THE PACK
Function/Useage: A complete rebuild/retex/rescript /reweaponing of
GKX's amazing Beelzebub as done by Wotan, who is more predominantly known
as the man who did the Creon/Zhon/Aramon TA:Kingdoms tileset conversions.
Built only in the Ultra Gantry. This is the most powerful mobile unit in
the game. Astonishingly cool looking unit with enormous size and staggering
armor and weapons. Even more impressive is the incredible cost to your
economy to build and run this unit. The quadragoth has extremely elevated
buildtime, which when coupled with the elevated workertime of the ultra-gantry
means that it is utterly impractical to attempt to build-assist one of
these units. Slaving 200 advanced con aircraft to guard the foundry will
effectively only double the rate at which the quadragoth is produced.
The quadragoth is also not so hot for dealing with small swarms of units
running around its feet, and it couldn't shoot down a plane if its life
depended on it. Still, it has about 230K of effective armor, and a potent
rapid-fire cannon with about 3K range, a powerful laser, and a D-gun command-fire
plasma weapon that fires thru terrain etc and does about 2K damage per
hit. The Quadragoth is also enormous, and has difficulty fitting between
obstacles (You will want to be very very careful about where you put the
factory!!!!). It is also amphibious, actually sticking up out of the water
in most cases, where it is ironically often most weak as often its weapons
refuse to fire depending upon the water depth setting on the map.
Unit: Heretic (formerly called the Kretzer)
Unitmaker: AMD/Xubor
Side: Core
Description: Heavy Battle mech
Changes: Gauss weapon range increased slightly
Function/Useage: Created by Xubor as a direct counter to the Razorback
special edition. Formerly called the "Kretzer". Built in Krogoth
gantry. Great skirmish unit. Out ranged by many units however.
Unit: Pegasus
Unitmaker: Nikola Genkov
Side: Core
Description: Heavy Battle mech
Changes: changed weaponry and cost
Function/Useage: Built in krogoth gantry. Uses Arm guardian cannon
weapon, dragon starburst rocket and light AA missile.. Amphibious.
Unit: Spartan/Cyclone
Unitmaker: Nikola Genkov
Side: Arm/Core
Description: MLRS/AA Mech
Changes: modified script to remove "jiggle" under fire.
Function/Useage: Built in Krogoth Gantry. Has light but fast AA missile
and burst launch heavy rocket system that does heavy damage. Very cool
deployment action. Outranged by many units however...
Unit: Stalker
Unitmaker:Aftermath Design/Wettis/Xubor
Side: Core
Description: Cloakable Sniper Kbot
Changes: Added to subpen menu, made amphibious
Function/Useage: Built in advanced Kbot lab and subpen. A counter to
the Arm Orion/Mouse. Very long reload. Cloakable rather than stealth.
Unit: Tracker
Unitmaker: TAAN
Side: Core
Description: Infiltration Kbot
Changes: Added to subpen build menus
Function/Useage: Built in advanced Kbot lab, subpen. Amphibious Cloakable
Kbot with good speed and powerful laser handguns. Wimpy Armor.
Unit: Fire Angel
Unitmaker: Magma
Side: Core
Description: Big ticket unit hunting Kbot
Changes: None
Function/Useage: Built by Krogoth gantry. Cloakable. Has shotgun laser,
scorpion laser, and krogoth-class unit killing flare... vertical launch
(starburst), long range, 60-tick reload. Wimpy armor.
Unit: General
Unitmaker: Magma/M3G
Side: Arm
Description: Tech 4 builder
Changes: Given commander class climbing amphib capability
Function/Useage: Built by High tech Lab. Builds all tech 4 structures.
Powerful unit with Dgun/Railgun, AA capability, and burst-fire spray laser.
Can capture as well. Burst spray laser is astonishingly effective at destroying
gunships.
Unit: Victor
Unitmaker: Raoul Duke
Side: Arm
Description: Amphib Hunter-Killer Kbot
Changes: Added to subpen build menu
Function/Useage: Built in advanced kbot lab/subpen. Amphibious, with
personal jamming. Powerful weapons, decent armor, expensive to build with
long buildtime. This is the most deadly Kbot available in the level 2 Kbot
labs
Unit: Radar-X
Unitmaker: Nikola Genkov
Side: Arm
Description: Advanced AA Flak Kbot
Changes: rebalanced, weapons changed, script repaired which caused
flakker firing lock-up
Function/Useage: Built in High-tech lab. Uses the superflakker weapon
and short AND long range AA missiles. Warning:
flakker weapon consumes metal to fire!
Unit: Cougar
Unitmaker: TARAD/Aftermath Design
Side: Core
Description: Heavy Laser mech.
Changes: missile weapon changed due to weapon consolidation
Function/Useage: powerful laser mech with light armor for a tech4 unit.
Uses Warlord laser and a line-of sight missile.
Aircraft
Unit: Advanced Construction Seaplane
Unitmaker: TAUCC
Side: Arm/Core
Description: See above
Changes: Moved to seaplane platform
Function/Useage: Expensive, slow, weak, builds at same speed as advanced
construction vehicle, has huge list of level2 structures to build, land
and naval. Hard to get at because it's only in the seaplane platform. Build
pic by Kenyon.
Unit: Dragoth
Unitmaker: Maestro
Side: Core
Description: Mechanized Dragon
Changes: None
Function/Useage: Built in Ultra Gantry. A terrifying mechanized dragon
with terrible weapons and huge armor. Amazing animation and scripting.
Surprising ineffective for raiding someone else's base if they've got reasonably
good AA... you'll probably kill the target you desire, but lose the Dragoth
for sure in a high-flak environment. Dragon-slayers and Spitfires are deadly
to these slow units. Worth building one just to see the shadow of those
wings against the ground. These also have extremely elevated buildtime,
and cannot be effectively build-assisted.
Unit: Stratos
Unitmaker: MadTA
Side: Arm
Description: Stealth Carpet Bomber
Changes: script modified to fix graphical issues in Mac TA, weapons
and cost modified
Function/Useage: An expensive stealth carpet bomber which is also armed
with dual Hades air-ground missiles.
Unit: Black Lily
Unitmaker: Maestro
Side: Core
Description: Stealth Carpet bomber
Changes: script modified to fix graphical issues in Mac TA, weapons
and cost modified. Model modified to fix problem with incorrectly rotated
groundplate which caused stock unit to require an upright=1; tag or it
would land on its side.
Function/Useage: An expensive stealth carpet bomber which is also armed
with dual air-ground lasers.
Unit: Squall
Unitmaker: Conrad
Side: Arm
Description: Plasma Spray bomber
Changes: weapons and cost modified
Function/Useage: A slowish bomber which unless a spray of wide aoe
plasma bomblets over an arc-like area. The turret-mounted weapon can usually
fire both arriving at and leaving the target, doubling your pleasure so
to speak. Best used to groups of cheap units or area base bombardment.
I love this unit's weapon!
Unit: Blight
Unitmaker: Conrad
Side: Core
Description: Burst-fire Rocket bomber
Changes: weapons and cost modified
Function/Useage: Very nice looking bomber with burst-fire accurate
rockets.
Hovercraft
Unit: Dreadnaught/Ironsides (formerly called Predator)
Unitmaker: PWD/Savant
Side: Arm/Core
Description: Heavy Siege hovercraft
Changes: None
Function/Useage: Built in various hovercraft platforms. Armed with
big cannon, rocket, and torpedo for attacking subs. Enormous buildtime
to compensate for where it can be built (standard hoverplants). These actually
make excellent (if slow) anti-sub platforms, as they are impervious to
torpedos themselves (hint hint)
Unit: Leonardo
Unitmaker: M3G/TA Aresenal
Side: Core
Description: Gauss Hovercraft
Changes: None
Function/Useage: Built in various hovercraft platforms. Wild looking
little spinning hovercraft with a rotary cannon to top. If it doesn't destroy
your enemy, it will induce vomiting by your opponent ;-)
Naval
Unit: Aeon
Unitmaker: Recon
Side: Arm
Description: Super dreadnought
Changes: None
Function/Useage: Built in advanced shipyard. A "stretched" Millennium
with a Behemoth turret and weapon on the back. Behemoth cannon can be D-gun
controlled, enabling stand-off bombardment at 1800 range. Around 10K armor.
Strongest Arm battleship.
Unit: Retribution
Unitmaker: Recon
Side: Core
Description: Super Dreadnought
Changes: script/model modified to get rid of game-ending crash upon
explosion.
Function/Useage: Built in advanced shipyard. A "stretched" Warlord.
Armed with: original warlord laser, Star Wars-like Laser in the front,
and a D-gun button controllable Behemoth weapon on back. This is the only
Core ship capable of stand-off bombardment due to the D-gun control of
this weapon. Very well armored. Expensive as all get up. Strongest Core
Battleship.
Structures
Unit: SpyCam
Unitmaker: Recon
Side: both
Description: Advanced spy camera
Changes: None
Function/Useage: Built by spies. An advanced version of the dragon's
eye with stealth and self-healing. Reasonable armor, larger footprint than
DE. Basically allows spy to build stationary versions of himself. Can be
easily destroyed with spy vs spy mines (also built by spy)
Defenses
Unit: Chainsaw/Eradicator
Unitmaker: DCS
Side: Arm/Core
Description: Rapid-Fire Anti-Swarm Cannon
Changes: weapon changed to Immolator type riot cannon
Function/Useage: Built by advanced con units. Immolator on steroids.
Unit: Illuminator
Unitmaker: iTAZ
Side: Arm
Description: Heavy Laser tower
Changes: None
Function/Useage: Built by General. Deadly laser tower that does very
heavy damage at a high rate of fire. Hampered only by comparatively weak
armor and somewhat slow turret turn speed.
Unit: Imperator
Unitmaker: MadTA
Side: Arm
Description: Proton Infusion Cannon
Changes: None
Function/Useage: Built by advanced con units. Wild wild scripting by
M Kenyon. This gun fires faster the hotter it gets... reload time drops
from 7 ticks to 0.5 ticks as it continues to fire. Horrendous damage rate
when it really gets going. The kicker... it cannot be force-fired.
Unit: Butcher
Unitmaker: TAAN
Side: Core
Description: Chemical Laser Battery
Changes: Script modified to up turret turn rate, made more costly.
Function/Useage: Built by advanced con units, slow to build. The closest
thing Core has to an Annihilator, with more rapid-fire, shorter range and
much less damage per shot
Unit: Dictator
Unitmaker: Magma
Side: Core
Description: Concussion Cannon
Changes: upped cost/armor, changed weapon, sounds
Function/Useage: Built by Beast. Core's heaviest armored defensive
structure. 4K range, has large AOE concussion weapon. Built for taking
out incoming swarms of units. Very expensive to build and run.
Unit: SAM
Unitmaker: Mad TA
Side: Core
Description: Heavy AA Missile Battery
Changes: None
Function/Useage: Buildable by advanced con units. Deadly AA missile
unit with much shorter range than Screamer. Use to pick off those planes
that get past the Screamers. Uses same missile/weapon as Arm Controller
Unit: Tesla Coil
Unitmaker: Unknown
Side: Arm
Description: Tesla lightning tower
Changes: None
Function/Useage: Built by advanced con units. wimpy armor, but has
long-ranged lightning weapon
Unit: LRM
Unitmaker: MadTA
Side: Arm
Description: Long Range Rocket Silo
Changes: Cost upped, missile range dropped, damage upped, reload lowered.
Function/Useage: Built by General... Slightly shorter range than
Vulcan/Big Bang with advantage of being able to fire over walls (incoming
and outgoing) etc which cannons can't do.
Vehicles
Unit: Scream
Unitmaker: MadTA
Side: Arm
Description: Sonic Wave Tank
Changes: None
Function/Useage: Built in advanced vehicle plant. Sonic no-explode
weapon penetrates walls and terrain... another cool unit idea from M Kenyon.
Unit: ARV
Unitmaker: Aftermath Design
Side: Core
Description: Assist and repair vehicle
Changes: None
Function/Useage: Built in advanced vehicle plant. A rough equivalent
to the Arm Fark, but is more costly, slower, has slightly better armor,
has slightly higher workertime, slightly longer build distance, and
has no build menu at all.
Unit: Basilisk
Unitmaker: TAYU Units
Side: Core
Description: Surveillance Tank
Changes: None
Function/Useage: Built in Krogoth Gantry. Heavy huge surveillance tank
with very long buildtime. Has large radar and sight distance, also has
personal radar jamming. Armed with massdriver cannon, Chainsaw/Eradicator
riot cannon and AA Missile. Deadly to units which close within weapon range,
but outranged by almost all other tech4 units.
Unit: Demolisher
Unitmaker: Conrad/The Dojo
Side: Core
Description: Mobile long range artillery
Changes: Upped cost
Function/Useage: Built in krogoth gantry. Slow, medium armor, very
long range inaccurate cannon. Counterpart to Arm Groundpounder, uses same
weapon.
Unit: Gargoyle
Unitmaker: Mayhem
Side: Core
Description: Mobile Doomsday machine
Changes: Changed to use same weapons as UH Doomsday Machine.
Function/Useage: Built in Krogoth Gantry. Comparatively weak armor
for cost, pitifully slow. Powerful set of weapons. Big explosion when it
dies. Deck Laser weapon (red laser) is D-gun controllable. Another very
cool unit by Gamma from Mayhem Inc.
Unit: Mumbo
Unitmaker: TAWF
Side: Arm
Description: Rapid fire laser tank
Changes: None
Function/Useage: Built in advanced vehicle plant. Wimpy armor, fearsome
weapon.
Unit: Penguin
Unitmaker: Mayhem Inc
Side: Core
Description: Floating Amphibious Tank
Changes: None
Function/Useage: Built in advanced vehicle plant. A cool tank with
folding tanktread animation when entering/leaving the water. Uses the Morty
cannon as its main weapon and uses the Hydra AA missile against aircraft.
Unit: Bellestar
Unitmaker: MadTA
Side: Core
Description: Medium siege/AA tank
Changes: AA weapon changed to Kaat AA missile (weapon consolidation)
Function/Useage: Built in advanced vehicle plant. Iffy armor, longish
range cannon and AA, but it can only use one weapon at a time. Slow, about
same speed as Goliath. Must be escorted as cannon can't deal with skirmishers
very well. Useful because of AA capability, although it is quite slow to
swap weapons.
Kbots/Mechs
Unit: Drake
Unitmaker: Mayhem
Side: Arm
Description: Very heavy Assault Kbot
Changes: None
Function/Useage: Built in high tech lab. Cool unit. Gatling weapon
only fires to the front. Also has high-powered laser and special missiles.
Unit: Raptor
Unitmaker: SWS
Side: Arm
Description: Heavy Mech
Changes: Some weapon changes.
Function/Useage: Built in high tech lab. Powerful weapons, but only
medium armor.
Unit: Thor
Unitmaker: MadTA
Side: Arm
Description: Experimental assault Kbot
Changes: Change to Penetrator BLoD
Function/Useage: Built in high tech lab. Cool looking unit with burst-fire
rockets and Penetrator BLoD.
Unit: Monstro Tanker
Unitmaker: TAAN
Side: Core
Description: All Terrain Assault Unit
Changes: None
Function/Useage: Built in krogoth gantry. Expensive, slow to build.
Has a cannon similar to the Arm Pod, plus a missile weapon.
Unit: Ogre
Unitmaker: Magma
Side: Core
Description: Amphibious Assault Kbot.
Changes: Added to subpen build menu
Function/Useage: Built in advanced kbot lab and subpen. Uses scorpion
laser weapon, and has a torpedo weapon with a scripted weapon reload slowdown
built in. Cool arm animation when firing.
Unit: Gorgon
Unitmaker: Conrad/The Dojo
Side: Core
Description: Cloakable Very Heavy Armoured Kbot
Changes: Uses Troll Laser
Function/Useage: Built in Krogoth Gantry. Core's slowest Kbot. Sumo
on steroids, but slower, if it were possible. Fearsome, and I do mean fearsome
short ranged laser weapon.
Unit: Troll
Unitmaker: MadTA
Side: Core
Description: Assault Mech
Changes: None
Function/Useage: Build in Krogoth Gantry. Good all-around heavy mech.
Better for base busting.
Unit: Marauder
Unitmaker: KTAU
Side: Arm
Description: Amphibious Fast Assault Mech
Changes: Changed missile weapon to core mech rocket (weapon consolidation)
Function/Useage: Built in high tech lab. Very quick. amphibious. Armed
with Maverick weapons and dual rocket launchers. Wimpy armor for the cost.
Unit: Mouse
Unitmaker: MadTA
Side: Arm
Description: Cloakable Sniper Kbot
Changes: Changed lightning weapon to Zeus weapon (weapon consolidation)
Function/Useage: Built in advanced Kbot lab. Scary little sniper armed
with Penetrator BLoD and zeus lightning for close in fighting. Paper-thin
armor. Has radar. Does insane damage while it survives.
Unit: Rhino
Unitmaker: MadTA
Side: Arm
Description: Energy reflecting Kbot
Changes: None
Function/Useage: Built in high tech lab. Another scripting marvel by
M Kenyon. This heavily armored (and very slow) unit fires faster and faster
as it takes damage, reflecting energy back at its enemies. Must be destroyed
quickly or it will wreck unbelievable havoc all around it. Trust me, you
don't want to pick away at this unit in a half-hearted manner. Fabulous
animation.
Unit: Raider-V
Unitmaker: Nikola Genkov
Side: Core
Description: Advanced AA/Flak Mech
Changes: Changed flak weapon to same as Core Fury, uses Aegis/General
AA missiles. Script modifed with Nikola Genkov's help to get flakker weapon
working properly. Also modified to get rid of "jiggle-under-fire" bug.Thank
you! :-)
Function/Useage: Built in Krogoth gantry. An expensive but powerful
AA flak mech with radar. Best destroyed by packs of gunships, which can
overwhelm it... or by ground units... hint hint. Warning:
flakker weapon consumes metal to fire!
Aircraft
Unit: Hades (formerly Mouche)
Unitmaker: TAAN
Side: Arm
Description: Heavy Gunship
Changes: Changed EMG weapon to Sabre laser
Function/Useage: Built in advanced airplant. Deadly gunship armed with
long range rocket and Sabre laser. Ground-only.
Unit: Liche/Spirit
Unitmaker: SWS
Side: Arm/Core
Description: Stealth atomic cruise missile bomber
Changes: Liche made stealth instead of cloakable, change weapon to
match Spirit. Upped cost and buildtime.
Function/Useage: Built in advanced airplant. Very expensive. High damage/small
AOE/long reload cruise missile weapon. Best used where target has been
spotted and bomber(s) can be immediately turned back after launching weapons.
Weapon is COMMANDFIRE, meaning attack button must be pressed
for every attack.
Unit: Dragon
Unitmaker: TADD
Side: Core
Description: Heavy Gunship
Changes: weapon changes to eliminate burstfire.
Function/Useage: Built in advanced airplant. Heavy gunship with 7K
armor. Enormous metal cost for an aircraft. Starburst weapon has mild tracking.
The premier base-busting gunship in THE PACK.
Unit: Slipstream/Fugitive
Unitmaker: unknown/TAAN
Side: Arm/Core
Description: Fast Heavy bomber
Changes: Changed to use heavy bomb weapon from MadTA Whale. Upped speed.
Changed weapon to use different and distinctive explosion.
Function/Useage: Built in advanced airplant. Very heavy large AOE explosions
with a slower reload rate than the standard advanced bombers. Slightly
better Armor than Phoniex/Hurricane. Probably the best bomber for the buck
in THE PACK.
Unit: Crow
Unitmaker: Stoneage Creations
Side: Core
Description: Ground suppression Gunship
Changes: changed to used cutlass riot cannon
Function/Useage: Built in advanced airplant. Slowest gunship ever made.
Reasonably heavy armor, uses cutlass riot cannon. Will slowly self-heal
over time. Deadly when dealing with ground units in your own base, gets
horribly shredded if operating in a high flak environment.
Unit: Gryphon/Ragnarok
Unitmaker: TADD/Taskforce
Side: Arm/Core
Description: Advanced air-only stealth fighter
Changes: Added speed, changed to use same weapons.
Function/Useage: Built in advanced airplants. Uses powerful ALRAAM
missile (longest ranged AA missile weapon in THE PACK) and a pair of shorter
ranged but rapid-reload DART missiles. Air-only. Stealth, very fast. The
Ultimate air defense fighter. Also useful for those high-speed spy runs
over enemy bases. These are probably far too expensive to be used for regular
air patrols. Most effective when selectively used for AA sniping.
Unit: Gripen
Unitmaker: Mayhem
Side: Core
Description: Stealth Amphibious fighter
Changes: Upped cost
Function/Useage: Built in advanced air plant and seaplane platform.
Good all around aircraft. Expensive. Can attack both air and ground but
not great at either.
Unit: Mauler
Unitmaker: Wormhole Production (TAAAF)
Side: Arm
Description: Very Heavy gunship
Changes: removed AA capability, downgraded laser, added Hades air-ground
missile, upped EMG damage
Function/Useage: Built in advanced airplant. Arm's heaviest gunship...
armed with potent alien EMG, Hades air-to-ground rocket, and deck laser
weapon. Best used for destroying incoming units... even with 7K armor it
dies quickly in a high-flak environment.
Hovercraft
Unit: Big John/Battle Bee
Unitmaker: SWS
Side: Arm/Core
Description: Artillery Hovercraft
Changes: Now uses guardian cannon/Punisher cannon. Model corrected
by DannyU to fix wake oint problem which caused game crashes upon tansistion
from land to water if unit was on game screen.
Function/Useage: Built in various hoverplants. Slow, big death explosion.
Unit: Python/Diamondback
Unitmaker: TADD
Side: Arm/Core
Description: Flak Hovercraft
Changes: None
Function/Useage: Built in various hoverplants.
Unit: Firestorm (formerly called Beserker)
Unitmaker: TADD
Side: Core
Description: Advanced Rocket Hovercraft
Changes: None
Function/Useage: Built in various hoverplants. uses same weapon as
Core Dragon.
Naval
Unit: Aegis/Omni
Unitmaker: Savant
Side: Arm/Core
Description: Advanced SAM Ship
Changes: Missile improved, given special damage to air only
Function/Useage: Built in adv. shipyards. Has radar, deadly AA missile
(1500 range) and Arm General AA missile as secondary rapid-fire AA missile.
Defenseless against all but aircraft.
Unit: Chevalier/Warspite
Unitmaker: Savant
Side: Arm/Core
Description: Light anti-sub cruisers
Changes: Minor weapon changes
Function/Useage: Built in advanced shipyards. In UH, the standard Exec/Conqueror
cruisers have no anti-sub capability. These cruisers fill that void and
have a weak rapid-fire cannon, the destroyer DC, and an anti-sub torpedo.
Has good sonar range. Made for sub-haters.
Unit: Abel
Unitmaker: Designed for Demolition/Mad Bovine
Side: Arm
Description: Bombardment Battleship
Changes: range of cannon reduced
Function/Useage: Built in advanced shipyard. Very long range but inaccurate
cannons, D-fun controllable cruise missiles. Must be escorted!
Unit: Atlantis
Unitmaker: MadTA
Side: Core
Description: Pocket Battleship
Changes: None
Function/Useage: Built in adv. shipyard. Has rapid-fire destroyer cannon
weapon (same as Chevalier/Warspite), LOS plasma cannon, and chain-firing
superflakker weapon. Expensive, but deadly to planes. Needs support to
deal with subs. Warning: flakker weapon consumes
metal to fire!
Unit: Caine
Unitmaker: Designed for Demolition/Mad Bovine
Side: Core
Description: Bombardment Battleship
Changes: range of cannon reduced
Function/Useage: Built in Advanced shipyard. Counterpart to Abel. Slightly
more expensive with slightly higher armor.
THE PACK - "C" LAN PACK (the C pack consists of 17 units)
Structures
Unit: Advanced UW Storages
Unitmaker: Core Prime
Side: Arm/Core
Description: Advanced metal/energy storage
Changes: Changed Energy storage to store metal as well.
Function/Useage: Built by advanced con sub/adv. con seaplanes. Stores
lots of metal and energy. More stuff in the vein of "hide your economy
under the sea" idea.
Unit: Distribution Facility
Unitmaker: Immerman
Side: Both
Description: Builds teleport beacons.
Changes: None
Function/Useage: Built by various adv con units. Builds teleport beacons.
Serves to define one end of teleport path. Can teleport anything loadable
by ship/hover transport.
Unit: Teleport Beacon
Unitmaker: Immerman
Side: Both
Description: Teleports units
Changes: None
Function/Useage: Built by Distribution Facility. Can hold up to 11
units at once. Units are teleported by selecting beacon (it does the actual
teleporting), loading units which are in close proximity to either the
beacon or the distribution facility, and then unloading at the other end.
The teleport path runs from the beacon to the distribution facility. The
Beacon must be selected for teleportation to work! Only units which can
be hover/ship/air transported can be teleported.
Unit: Bunker Beacon
Unitmaker: Immerman
Side: Both
Description: Stores units
Changes: None
Function/Useage: Built by Distribution Facility. Used to store units
in relative safety. Has tremendous armor. A number of evil uses for this
unit exist... you figure them out. Beacon is cloakable.
Defenses
Unit: Big Bang/Arclight (Arclight formerly called the Typhon)
Unitmaker: Unlimited Units/TAAN
Side: Arm/Core
Description: Very long range nuclear cannons
Changes: Modified to use same weapon, upped costs
Function/Useage: Buildable by General/Beast. Ultra-expensive nuke cannons
with stockpileable shells. Nuke explosion does less damage over smaller
area than regular nuke. Expense to run!. Commander blast for death explosion
so be careful where you build them. Arclight has heavier armor than the
Big Bang, but is much larger and easier to "find". The Big Bang is visually
not particularly distinguishable from a Big Bertha, and hence easier to
hide.
Unit: Hardened Defensive Walls
Unitmaker: unknown
Side: Both
Description: Ultra strong defensive walls
Changes: None, used as is from DRUH
Function/Useage: built by General/Beast. Very strong walls that can
withstand sustained fire for some time. Expensive metal cost to build.
Some people have been known to build these as a handy way to store metal.
Vehicles
Unit: Pretorian
Unitmaker: M. Kenyon
Side: Arm
Description: Mobile nuke cannon
Changes: Rebalanced to match Morhrive.
Function/Useage: Build in high tech lab. Expensive mobile nuke cannon.
Uses same stockpileable weapon as Morhrive. Has built in script delay to
slow firing rate, but can still fire faster than Morhrive. Weak armor and
very slow.
Unit: Morhrive
Unitmaker: SOI Sentinel
Side: Core
Description: Mobile Nuke cannon
Changes: Rebalanced to match Pretorian
Function/Useage: Built in Krogoth Gantry. Expensive. Has stockpileable
weapon. About 3K range nuke cannon. Has slow reload due to all the animations
which happen. Very cool deployment animation. Takes more damage when closed
up. Slower and more heavily armored than Pretorian with a slower rate of
fire due to the way the script works.
Kbots/Mechs
Aircraft
Unit: Black Eagle/Black Arrow
Unitmaker: TAAN/Magma
Side: Arm/Core
Description: Stealth Recon Fighters
Changes: see below
Function/Useage: Built in advanced airplant. Very fast and agile stealth
fighters armed with rapid-fire but weak dart missile from Gryphon/Ragnorak
air superiority fighters. Have large LOS. Expensive with paper-thin armor.
Will die to a hit from almost any AA weapon. Super-peepers with some AA
capability. BE WARNED: these units consume
100 energy while flying!
Naval
Unit: Observor/Vigilance
Unitmaker: Savant
Side: Arm/Core
Description: Surveillance Command Ships
Changes: Added targeting facility upgrade, upped cost.
Function/Useage: Built in advanced shipyards. Very expensive, weak
armor, armed with warrior laser only. Has long range radar, sonar, and
works as targeting facility when on. Must be protected at all cost!