The battlefield, in focus

Features.
And where they stand.

Total Annihilation at the starting point. More ways to set up, command and revisit your battles in Annihilation Engine X.

Status reviewed

Compatibility at a glance

Find the feature. Check the scope.

Original TA behavior is the default. AEX additions can be configured individually in the same game. Lobbies, map setup, Tactical Overview, recording and replays are present in the development build. TA fidelity, mod-specific behavior and large-battle validation remain active work. This checklist cross-references reviewed features; it is not comprehensive TA parity, mod certification or a promise of future delivery.

How to read the status

Implementation status describes the reviewed feature's scope. Validation notes separately explain the evidence and any remaining checks. Supported does not mean every interaction or mod has been certified. This review checks documentation and source; it does not report new live-game acceptance tests.

Supported
Available within the stated development-build scope.
Partial
Some of the feature works; listed gaps remain.
In progress
Active implementation or compatibility work remains.
Not supported
The feature is not currently provided.
Not applicable
The original feature does not apply to AEX.
Not yet verified
Available evidence does not establish support.

The original game

Stock TA

Original content and behavior, with remaining fidelity gaps called out feature by feature.

Original TA archives, models and scripts

Supported

Read original TA archives, maps, unit models and compiled unit scripts without converting the collection. This does not certify every mod or every gameplay interaction.

Evidence: documentation and source review.

Mobile builders and building placement

Partial

Builders can place and construct buildings. Placement and unreachable-site behavior still have differences from stock TA.

Evidence: documentation and source review.

Factory production queues

Partial

Factories build queued units on their pads. Factory exits, blocked yards and unit-limit retries differ in some situations.

Evidence: documentation and source review.

Construction assistance

Partial

Multiple builders can help complete a unit or building. Approach behavior and completion timing are not fully matched.

Evidence: documentation and source review.

Abandoned construction decay

Supported

Unfinished structures lose progress after being left without construction work.

Evidence: documentation and source review.

Tank and kbot movement

Partial

Ground units travel around obstacles and through narrow passages. Group passage timing and some terrain responses still differ.

Evidence: documentation and source review.

Ships, submarines and amphibious movement

Partial

Water units and amphibious units use their water and terrain limits. Exact route and movement parity remains incomplete.

Evidence: documentation and source review.

Hovercraft crossing land and water

Partial

Hovercraft cross land and water. Route behavior and terrain presentation are not fully identical to stock TA.

Evidence: documentation and source review.

Aircraft flight and landing

Partial

Aircraft take off, fly and search for landing space. Overlapping aircraft can choose different landing places from stock TA.

Evidence: documentation and source review.

Ground combat and area damage

Partial

Units attack targets and explosions damage nearby units. Some hits and crowded explosions can produce different results from stock TA.

Evidence: documentation and source review.

Fighter, gunship and bomber attacks

Partial

Aircraft engage air and ground targets and bombers make bombing runs. Weapon use during an attack approach still has a known difference.

Evidence: documentation and source review.

Naval and underwater combat

Partial

Ships and submarines can fight with water-capable weapons. Shared targeting and hit differences mean complete naval parity is not established.

Evidence: documentation and source review.

Commander D-gun

Partial

The Commander can fire its D-gun. Clicking a moving unit aims at its clicked position rather than following that unit.

Evidence: documentation and source review.

Stockpiled missiles

Supported

Silos build ammunition using metal and energy and spend a stored round when firing.

Evidence: documentation and source review.

Missile interception

Partial

Anti-missile weapons can intercept incoming missiles. Some interception and explosion edge cases still differ.

Evidence: documentation and source review.

Paralyzing weapons

Partial

Paralyzing weapons stun units, including repeated hits. Stun duration can end slightly earlier or later than in stock TA.

Evidence: documentation and source review.

Kill credit and veterancy

Supported

Units earn experience from kills, with stock TA kill-credit rules in the TA preset.

Evidence: documentation and source review.

Death explosions and reclaimable wrecks

Partial

Destroyed units explode and can leave reclaimable wreckage. Wreck selection and some death timing still differ.

Evidence: documentation and source review.

Solar power

Supported

Completed, active solar collectors generate energy using stock TA output rules in the TA preset.

Evidence: documentation and source review.

Wind and tidal generators

Supported

Wind generators respond to changing wind and tidal generators use the map tidal strength.

Evidence: documentation and source review.

Metal extraction

Partial

Extractors produce metal from the map and stop producing when their energy debt is unpaid. Some metal-deposit map values can yield different output.

Evidence: documentation and source review.

Metal makers

Supported

Active metal makers convert energy to metal and stop producing while their energy debt is unpaid.

Evidence: documentation and source review.

Builder repair

Partial

Builders restore damaged units using energy. Unreachable-target behavior and repair voice announcements are not fully matched.

Evidence: documentation and source review.

Reclaiming trees and wrecks

Partial

Builders reclaim eligible features for metal or energy, including underwater wrecks. Unreachable reclaim orders can retry differently.

Evidence: documentation and source review.

Reclaiming units

Partial

Eligible units can be reclaimed for metal. The working voice announcement for reclaiming a live unit is still absent.

Evidence: documentation and source review.

Capturing enemy units

Partial

Capture-capable units can take control of enemy units. A capture order gives up after repeated failed approaches where stock TA keeps trying.

Evidence: documentation and source review.

Air transport pickup and unloading

Supported

Air transports pick up eligible ground units, carry them and unload where they fit. In the TA preset unloaded cargo starts idle.

Evidence: documentation and source review.

Queued orders and cancellation

Partial

Shift queues movement, attacks and work orders. Repeated-click cancellation and some order markers differ from stock TA.

Evidence: documentation and source review.

Guarding and builder patrol work

Partial

Guards follow and assist units; builder patrols repair, assist construction and reclaim resources. Target choices and approach behavior can differ.

Evidence: documentation and source review.

Fire and movement standing orders

Supported

Units offer Hold Fire, Return Fire and Fire At Will, plus Hold Position, Maneuver and Roam.

Evidence: documentation and source review.

Radar and sonar contacts

Partial

Active radar and sonar reveal eligible contacts above and below water. Detection boundaries and some computer-player behavior differ.

Evidence: documentation and source review.

Cloaking and revealing units

Partial

Cloak-capable units spend energy to hide and can be revealed by nearby enemies and work. Some underwater visibility details remain unmatched.

Evidence: documentation and source review.

Fog of war and terrain visibility

Partial

Units reveal explored ground and terrain can block sight. The Permanent visibility option is not fully confirmed against stock TA.

Evidence: documentation and source review.

Alliances and shared victory

Partial

Players can change alliances during a match. Vision sharing and allied victory follow AEX rules that differ from stock TA.

Evidence: documentation and source review.

Commander and annihilation victory

Partial

Matches can end on Commander loss or elimination of every unit. Commander-loss aftermath and defeated-player behavior still differ.

Evidence: documentation and source review.

Deathmatch Commander respawning

Not supported

The stock Deathmatch option that respawns a defeated Commander is unavailable.

Evidence: documentation and source review.

Unit build restrictions

Not supported

The stock menu for banning unit types before a match is unavailable.

Evidence: documentation and source review.

Weapon and explosion sounds

Partial

Weapon fire, impacts and death explosions play sounds. Loudness and distance behavior differ from stock TA.

Evidence: documentation and source review.

Unit acknowledgements and work voices

Partial

Unit selection, orders, arrival and reclaiming have voice support. Voice timing and some work announcements remain incomplete.

Evidence: documentation and source review.

Original campaigns

Not supported

Original TA campaigns and their ending sequences are unavailable.

Evidence: documentation and source review.

Mod and patch behavior

Patch compatibility

Reviewed Escalation 10.2 and TA Patch-family behavior. These entries do not certify every beta patch version or every mod.

Delay control after large unit gifts

Not supported

Units can be gifted, but the patch’s delay before the recipient can control a large gift is absent.

Evidence: documentation and source review.

Repair-rate adjustment

Partial

An enhanced repair mode scales repair work; the exact Escalation repair adjustment has not been verified.

Evidence: documentation and source review.

Network-gap pause patch

Not applicable

AEX waits for match updates when network progress stops; the original patch is not required.

Evidence: documentation and source review.

Patch start-position modes

Partial

Fixed, random and player-selected starts are available; automatic team-based and sequential patch modes are not covered.

Evidence: documentation and source review.

Wind synchronization patch

Not applicable

Wind is shared consistently across the match without this original-game patch.

Evidence: documentation and source review.

Share vision with allies

Partial

Shared allied vision is a lobby rule; the patch’s in-game chat command is unavailable.

Evidence: documentation and source review.

Factory explosion protection

Not yet verified

The precise patch protection behavior has not been established well enough to claim compatibility.

Evidence: documentation and source review.

Dragon’s-teeth protection command

Not yet verified

The command’s exact gameplay effect and compatibility have not been verified.

Evidence: documentation and source review.

Pause when a player drops

Not supported

A player disconnect does not automatically pause the match.

Evidence: documentation and source review.

Match synchronization checks

Supported

Match synchronization checking is already active; a patch command is not needed.

Evidence: documentation and source review.

Base chat command

Not yet verified

The command’s exact player behavior and compatibility have not been verified.

Evidence: documentation and source review.

Pick a random map

Not supported

The patch’s random-map command is unavailable.

Evidence: documentation and source review.

Record while watching

Not applicable

AEX has native spectators and match recording; the original watcher workaround is unnecessary.

Evidence: documentation and source review.

Record and replay matches

Supported

AEX records matches for playback in a compatible AEX build; this does not promise playback of every original TA demo.

Evidence: documentation and source review.

Original unit-limit warning

Not applicable

The original fixed-limit warning is unnecessary; the lobby provides a match unit-limit rule.

Evidence: documentation and source review.

Watch each player in a replay

Supported

Replay controls let you watch each recorded player’s perspective.

Evidence: documentation and source review.

Tactical Overview (MegaMap)

Supported

View the whole map with unit icons, selection, orders and range circles. Escalation icons are supported; some patch-specific cosmetic settings differ.

Evidence: documentation and source review.

Original minimap display patch

Not applicable

AEX provides its own minimap presentation; the original display patch is unnecessary.

Evidence: documentation and source review.

Expanded sharing controls

Supported

Share resources or selected units and configure automatic sharing through AEX’s sharing panel; its layout differs from the patch.

Evidence: documentation and source review.

Original minimum-height restriction

Not applicable

AEX uses its own layout-fit rules instead of this patch’s minimum-height restriction.

Evidence: documentation and source review.

Center the camera on a factory

Partial

The factory shortcut selects factories but does not center the camera.

Evidence: documentation and source review.

Group and build-menu number shortcuts

Partial

Control groups and numbered build choices work; Alt-number recalls groups rather than the patch’s build-menu behavior.

Evidence: documentation and source review.

Map drawing and text markers

Not supported

The patch’s shared map drawings and text markers are unavailable.

Evidence: documentation and source review.

Income, wind, tidal and clock readouts

Partial

Income and game time are shown in play; wind and tidal values are available in map selection rather than the in-game HUD.

Evidence: documentation and source review.

Hide allied resource bars

Not applicable

AEX does not display the patch’s allied resource bar.

Evidence: documentation and source review.

In-game screenshot shortcut

Not supported

The patch’s built-in screenshot shortcut is unavailable.

Evidence: documentation and source review.

Chat macros

Not supported

The patch’s chat macro shortcuts are unavailable.

Evidence: documentation and source review.

Unicode chat and input methods

Partial

Chat displays UTF-8 text; input-method composition has not been implemented or accepted across languages.

Evidence: documentation and source review.

On-screen chat

Supported

Chat messages appear on screen during play.

Evidence: documentation and source review.

Disable camera shake

Not applicable

AEX does not use the original game’s camera shake.

Evidence: documentation and source review.

Choose line-of-sight mode

Partial

Line-of-sight mode is a lobby rule rather than the patch’s runtime command.

Evidence: documentation and source review.

In-game scoreboard

Supported

An in-game scoreboard is available.

Evidence: documentation and source review.

Snap extractor placement to metal spots

Supported

Extractor placement can snap to metal spots, with a configurable radius including off. The default differs from Escalation.

Evidence: documentation and source review.

Builder patrol work by movement state

Partial

Builder patrol can reclaim, repair and assist; it does not use Escalation’s hold-position versus roam task split.

Evidence: documentation and source review.

Transport ferry order sequence

Not supported

The patch’s load/unload ferry sequence is unavailable; ordinary load and unload orders are separate.

Evidence: documentation and source review.

Spread units for transport loading

Not supported

The patch’s attack-order spreading behavior for transport loading is unavailable.

Evidence: documentation and source review.

Rotate buildings before placement

Supported

Building rotation is available with a remappable shortcut; the default key and rotation artwork differ from the patch.

Evidence: documentation and source review.

Model and nanoframe build previews

Partial

AEX shows a placement footprint; patch-specific model previews and preview-piece or facing options are unsupported.

Evidence: documentation and source review.

Autoclick patch option

Not yet verified

The patch option’s exact player behavior and compatibility have not been verified.

Evidence: documentation and source review.

Dragon’s-teeth optimization option

Not yet verified

The patch option’s exact player behavior and compatibility have not been verified.

Evidence: documentation and source review.

Full range-ring display

Partial

Sensor ranges appear on the minimap; Tactical Overview also shows selected sensor and defense ranges. The patch’s complete range-ring presentation is not reproduced.

Evidence: documentation and source review.

Chat across game screens

Partial

In-game chat is available; availability across every screen covered by the patch has not been verified.

Evidence: documentation and source review.

Original raised-capacity patches

Not applicable

Original-game capacity patches are not required. This is not a guarantee for any battle size or mod.

Evidence: documentation and source review.

Escalation weapon target restrictions

Supported

Weapons can exclude air or submerged targets and can fire from underwater when the mod permits.

Evidence: documentation and source review.

Escalation kill-based veterancy

Partial

Per-unit kill-based progression is supported and a representative rank-up is verified; every unit’s full progression has not been accepted in play.

Evidence: documentation and source review.

Other Escalation executable gameplay changes

Not yet verified

Gameplay changes outside the reviewed feature inventory have not been certified. This checklist does not claim support for every TA patch release.

Evidence: documentation and source review.

Original executable and system add-ons

Not applicable

Original-game display, disc-check, music-player and diagnostic add-ons are not AEX compatibility requirements.

Evidence: documentation and source review.

Beyond the original

AEX improvements

Match setup, battlefield controls and ways to revisit a battle, alongside current development priorities.

Up to 16-player lobbies

Supported

Set up human and computer seats, teams, colors and ready states in one room.

Evidence: documentation and source review.

Map previews and commander placement

Supported

Preview the map, enlarge the placement view and choose supported starting positions before launching.

Evidence: documentation and source review.

Match resources and unit caps

Supported

Choose starting metal, energy and the per-player unit cap in the lobby. These are match settings, not a promise of performance at every size.

Evidence: documentation and source review.

Tactical Overview (MegaMap)

Supported

Zoom out to a whole-map view with unit icons, selection and commands. The build and command rail remains usable.

Evidence: documentation and source review.

Native video recording with game audio

Supported

Capture menus, the lobby and gameplay at native resolution up to 4K, with 30 or 60 fps recording settings. Actual output depends on the capture size and machine.

Evidence: documentation and source review.

Simulation replay playback

Supported

Revisit a recorded match with speed controls, a free camera and player perspectives. Replays are separate from videos and require a compatible build.

Evidence: documentation and source review.

AEX saves and multiplayer resume

Supported

Save single-player games and re-host saved multiplayer matches. AEX uses its own save formats; multiplayer resume requires a compatible build and the required players.

Evidence: documentation and source review.

Continued TA fidelity work

In progress

Original TA behavior is the default goal. Remaining behavior differences are being investigated and refined; complete parity is not claimed.

Evidence: documentation and source review.

Platform stability

In progress

AEX development targets macOS, Windows and Linux; platform-specific stability and compatibility work continues.

Evidence: documentation and source review.

Hardware and battle-size validation

Not yet verified

Minimum and recommended hardware remain provisional while reference-machine and battle-size checks are pending.

Evidence: validation pending.

See the battlefield

Watch AEX in action.

The teaser shows Total Annihilation with Escalation 10.2 running in AEX. Game content is not included.