Tom's TA-Mutation JokiFest Setup Readme Summary: TA-Mutation is a mod manager that we've started using to handle TA mods. Primarily we use TA with the TAUCP conversion which we feel adds a lot of new style to the game in a balanced manner. Specfically it has a lot of cool super robots (in the Krogoth class and yes, some larger than the Krogoth), a number of new energy/metal options (both in between the solar panel to fusion plant stage and some much larger), and a new type of build unit called the Nanolathe Tower. The Nanolathe Tower (build from the Nanolath pad) builds and repairs with the speed of the Commander from a fixed location with a relatively long range nanostream. When getting into higher end units these become crucial to speed the build process. TA-Mutation: There are a bunch of tabs at the top of the screen that conrol Total Conversions (TCs), Mutators (smaller game mods), AI, Units, Maps, and Snapshots (saved setups). If you want to play regular TA but with some more units or new AIs or some of the Mutators you can just try them out. Leave TCs on *Original TA*, select any Mutator that sounds interesting that doesn't say 'For TAUCP', select an AI, and select some units. A warning on the units listed, when new units are designed they are programmed to use a specific build page location inside the game. If you select two units that use the same location one will override another. This mostly gets figured out experimentally and doesn't cause instability but will explain why you sometimes don't see a unit you picked showing up in game. Also, don't select TAUCP units with Original TA. TAUCP uses more or less every build page location and cannot be used with other units. To some extent TA Mutation will try to warn you if you have incompatible mods, AI loaded. A warning will flash in the upper right corner of the window. Unfortunately it cannot detect all incompatiblities so if you get a crash go back and try different mods/ai/units. JokiFest Setup: We are currently running TAUCP v2.3 (under TC's). Under AI you can then pick either Bonzai 3.0 (TAUCP) which will build up more before attacking or Mostly Harmless AI v13 (TAUCP) which rushes more. You can then pick the difficulty of that AI on the Mutators screen. You need to match the Mutator you pick with the type of AI you're using. (i.e. Don't try to match Banzai for TAUCP (Easy Boost) with Mostly Harmless AI) The items themselves describe themselves a bit when you pick them. For units select the five items listed at taucp23 and nothing else on the items screen. If you wish to use the TAUCP overload units (i.e. taucp-overloadground) you need to make space by disabling something else (typically taucp23-seaunits). Read the text listed for the overload packs for a reminder. (ts also possible the snapshot of the JokiFest setting will have transferred over, too, I'm not sure. If you have a Snapshot listed try doubleclicking it. It may pick all this stuff for you. Then just click on 'Launch TA'. If all has worked you can then play TA with all kinds of new stuff. See the joki.com/jokifest site in the Games section for a link to descriptions of the new units. Tips: I'd suggest either picking Easy Boost Banzai while you learn these units. Or even picking default AI and no mutators to start. If you're up on your game you should be able to beat Standard Boost Banzai. Brad and I have beaten Hard Boost Banzai 2 on 1 but we're not sure we could be it alone. Standard and Hard Boost will both nuke you which is fun. Like most AIs they are most challenging on a relatively open map. If you give them a really tight restricted movement map (lots of narrow passages or platforms) they will end up building some stuff that blocks their units in which makes for a dull game. Not really sure how good the AI is with water units, haven't tried too much.