Continuing development where Cavedog left off... Total Mayhem includes improved versions of 3rd party units by unitmakers from the last 12 years of modding TA. All units have been bugfixed, most have been remodeled, re-textured and re-rendered to Cavedog standard. The entire game balance has been improved. This is intended to be what Cavedog would have done if they continued to support the game.

Report abuse Total Mayhem 7.06
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Apr 26th, 2014
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Big GUI upgrade, improved starting economy and a bunch more units in this update. * NOTE you need to have 6.92 already installed before unzipping this new version.

***** Changelog for Total Mayhem 7.06 ********
MAJOR GUI UPGRADE- new button arrangement means that for builder units (mobiles and factories), you no longer need to switch to "orders" menu to click reclaim, repair, capture, or change standing move/fire/cloak orders.

*** Fixes to early-game economy

  • Solars make 25 energy (up from 20)
  • Pop-up solars make 75 energy (up from 60) - also get tougher but less armour increase when closed
  • L1 Metal makers all now make 2 metal per sec for 120 energy - double the OTA 1M for 60E. They cost a bit more energy and take nearly twice as long to build but cost less metal than previous version
  • Most factories slowed build speed to somewhere between OTA speed and original speed.

*** Added units

  • New advanced storages
  • New jammer towers
  • 3 Tortoises added: Core Scanner, Radar/Sonar Tortoise. Core Redfoot, Jammer Tortoise. Core Detonator, Kamikaze Tortoise.
  • 4 new Aircraft: Arm Kestrel Rocket Strike Fighter (L1), Bandit Stealth Gunship (L2), Core Mosquito Laser Gunship/Fighter (L1), Cloudburst Stealth Bomber (L2)
  • Capital Subs are back, with new models
  • Dragon's Eye sight towers (built by Minelayer vehicles)
  • guided rocket batteries Centurion and Volcano to spice up L1 defense a little
  • Advanced armed Geothermals: Core Behemoth Geothermal Plasma Battery, and Arm Caldera Geothermal Rocket Battery
  • Advanced armed Tidal generators (armed with lasers).
  • Core Saturn: L2 Heavy Laser tank. The Gargoyle is moved to L3, increased in power, and renamed War Machine (mobile version of Doomsday Machine), with added open/close animation.
  • Arm Impala: L3 Stealth disruptor gauss tank.
  • Shield generator buildings for Arm and Core.

Total units added: 25

*** Balance

  • Targeting facilities moved to L3 - but are cheaper.
  • Capital ships and mobile fortresses will get a big damage boost - and cost/buildtime increase.
  • Height adjustments so that Chainsaw and Archgun can fire over fort walls.
  • Shorten self-destruct countdown on metal extractors - so easier to level up
  • Mobile artillery - slight reduction in range (5%) and damage (5%), small increase in inaccuracy (300 from 250).
  • Mobile heavy artillery (Mammoth, Shocker) - small increase in range (<5%) and damage. Bit more distinction between artillery and heavy artillery.
  • Height adjustments so that Chainsaw and Archgun can fire over fort walls.
  • Shorten self-destruct countdown on metal extractors - easier to replace with higher tech
  • General (smallish) boost to radar ranges Larger boost to jammer ranges and to sight range of radar/jammer units
  • Arm Flea turnrate and acceleration increased so that they are significantly more mobile than Peewees and AKs - give some reason to build them.
  • Peewee and AK top speed dropped slightly - they are now merely 10% faster than the Flash and Gator. Increased acceleration so they are more nimble. I just felt their top speed was too close to the Jeffy/Weasel and Flea.
  • Arm Cipher nerf. Current reload is 1.25 seconds and clearly this is far too much firepower. Maverick has same weapon with 0.8 second reload. Compared to the Maverick, Cipher is cheaper, has about the same armour, is faster, and stealth. I've changed the reload to 2.1 seconds, nearly halving the damage output, increased metal cost by 10%, energy cost by 20%, reduced acceleration and turnrate so it's no longer turn-on-a-dime.
  • Arm Zeus. In order to differentiate it from the Maverick somewhat, I've lowered speed a bit, increased armour. Also increased cost slightly.
  • Slight increase to laser accuracy.
  • BLODs slower velocity and larger area of effect - this is to avoid them firing through fort walls and dragon's teeth.
  • Small boost (5-10%) to Tortoise armour. My impression from recent online games recently is they aren't quite tough enough.
  • Core Gorgon BLOD laser power increased, height increased also so it will fire over some wreckage. Increased cost and armour. Increased footprint to match scale of model
  • Core Rattlesnake reduced body size (but not turret size), smaller footprint so it can get around better
  • Arm Tiger top speed and turn rate reduced slightly
  • Arm Samurai and Core Broadsword dreadnaught hovertanks increased armour and cost
  • Some small tweaks to armour and cost of some other T3 units
  • Arm Jackhammer and Core Berzerker L3 rocket hovers boosted damage per second.
  • Capital ships increased energy cost by another 20% or so
  • Shorter reload for battleship cannons - this is more of an improvement for the Archgun and Chainsaw (and Core Smasher), the battleships are governed more by the delay between salvoes.- Small increase in energy cost per shot for Bertha/Intimidator/Vulcan/Buzzsaw.
  • Shorter reload for the Vulcan and Buzzsaw. They needed more devastating impact...
  • Arm Messenger - Annihilator ship. Overpowered. Shortened range from 1350 to 1200. Increased reload time from 4 to 6 seconds. Increased cost - now pretty close to battleship cost.

*** Fixes

  • Updated Help file (F1 when mouse pointer is not over a unit)
  • Fixed Nuke bombers... These are broken in 6.92 - a weapon conflict means they did not nuke. They now fire their missile.
  • After changes to pitch aiming speeds to reduce units' tendency to fire on aircraft, some units (notably Peewees) are very slow to bring up their guns, taking several seconds - fixed
  • Arm Rover walk script was accidentally slowed down in a previous version - fixed
  • Animation bug with Arm Zephyr's flak cannon fixed
  • Reduce or remove rock-when-hit scripts from most if not all units - causing lockups/paralysis when under fire, and removing this disadvantage for tanks, that are supposed to be tougher for the cost than Kbots.
  • aim scripts on Arm Invincible battlecruiser - and Direwolf. Both still seem a little sticky- Floating Advanced Hoverplants now buildable.
  • Bug with some units (Nuke Cannons, Capital Ships) firing before aiming for the first time - fixed
  • Allow the Command Cruisers to use their specialist bombs.
  • guidance problems with T4 AA missile towers (Arm RAAMs and Core Screamer) fixed
  • lots of other rockets and missiles fixed. AA missiles are generally very effective now.
  • improved flakkers so they are also more useful- All Tortoises now leave non-blocking corpses underwater (like ships, subs and other amphibious units) - also added in bubble effects while moving underwater
  • fixed firing animation on the Core Berserker T3 Rocket hovercraft.
  • updated unit pics for a bunch of units. "flagship" units in L3 factories get quad-sized buildpic.- more fixes and adjustments to the AI.
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Total Mayhem 7.06
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echita May 11 2014 says:

Have fun! thx

+3 votes     reply to comment
Guest Aug 7 2015 replied:

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Guest May 13 2014 says:

just downloaded, loved this game, owned it since it came out. unfortunately couldnt find my disk so i got the GOG version.

+2 votes     reply to comment
basik49 Jun 24 2014 replied:

does the mod work with the gog version ?

+2 votes     reply to comment
basik49 Jun 24 2014 says:

does this work for gog version??

+2 votes     reply to comment
fallen18 Oct 1 2014 says:

Is it possible to use units form this mod Campaign ?

+3 votes     reply to comment
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