The battlefield, in focus

Features.
And where they stand.

A ground-up RTS engine built for the future, with a fondness for the past. Explore the development build’s command tools, connected play and Total Annihilation compatibility.

Checklist baseline reviewed . Selected entries updated ; dated notes identify this review’s scope.

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. Campaign screens, X-Gate discovery and community, content installation, 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 and wait at the unit limit as in TA. If the unit on the pad is destroyed, the factory says so, drops that one unit and carries on with its queue, as in TA. New units leave toward their heading rather than the nearest open edge, and units are moved off a blocked yard by default where TA leaves them.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Tanks and kbots use TA’s pathfinder, slope and depth limits and cell-by-cell collision. Differences remain in who yields first when a group meets at a narrow gap, in finding a new route after running into a wall, and a jammed unit gives up after 10 seconds where TA waits. Bodies tilt forward and back only.

Evidence: documentation and source review, . No new live-game acceptance test.

Ships, submarines and amphibious movement

Partial

Ships, submarines and amphibious units use TA’s water-depth and slope limits on TA’s pathfinder. Water movement has not yet been compared with a recorded TA game, and routes can differ when many units look for a path at once.

Evidence: documentation and source review, . No new live-game acceptance test.

Hovercraft crossing land and water

Partial

Hovercraft cross land and water with TA’s limits, bob and lean. The lean is taken from the footprint rather than the model, and routes can differ when many units look for a path at once.

Evidence: documentation and source review, . No new live-game acceptance test.

Aircraft flight and landing

Partial

Aircraft take off, fly and land as in TA, including where they land in a crowd. Construction aircraft hold position slightly differently, and aircraft are kept within 800 units of the map edge.

Evidence: documentation and source review, . No new live-game acceptance test.

Ground combat and area damage

Partial

Units attack targets and explosions damage nearby units as in TA, with range measured to the target’s aim point. A few units fire less often than in TA (the HLT and the Doomsday’s heavy laser), units react to newly seen enemies sooner, and very fast shots stop at a unit they would pass through in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Fighter, gunship and bomber attacks

Partial

Aircraft engage air and ground targets and bombers make bombing runs. Fighters and gunships hold fire while taking off and time each attack pass as in TA. The number of hits they land per run has not yet been checked again against TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Naval and underwater combat

Partial

Ships and submarines fight with TA’s water reach and torpedo rules. The Arm and Core cruisers’ second weapon does not fire yet.

Evidence: documentation and source review, . No new live-game acceptance test.

Commander D-gun

Supported

The Commander can fire its D-gun. Clicking a unit follows it, as in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Stockpiled missiles

Supported

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

Evidence: documentation and source review.

Missile interception

Supported

Anti-missile weapons intercept incoming missiles with TA’s reach test and blast rules.

Evidence: documentation and source review, . No new live-game acceptance test.

Paralyzing weapons

Supported

Paralyzing weapons stun units, including repeated hits, and the stun ends on the same tick as in stock TA.

Evidence: documentation and source review, . No new live-game acceptance test.

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 leave reclaimable wreckage as in TA. In rare cases the wreck type can differ, and a dying unit stops one frame earlier than in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

Extractors produce metal from the map as TA builds it at load, and stop producing while their energy debt is unpaid.

Evidence: documentation and source review, . No new live-game acceptance test.

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, give up on a target they cannot reach and say TA’s lines when a repair finishes or fails. A builder whose route to a distant target is cut short can keep going where TA gives up.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

Eligible units can be reclaimed for metal. The working voice plays as the reclaim starts, and TA’s lines play when a reclaim fails, as in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Capturing enemy units

Partial

Capture-capable units take control of enemy units and give up on unreachable targets as in TA. A capture that keeps ending short of its target is dropped after four tries; stock TA keeps trying.

Evidence: documentation and source review, . No new live-game acceptance test.

Transport pickup and unloading

Supported

Air transports pick up eligible ground units, carry them and unload where they fit. Shift-queued Load and Unload orders run in the order given, each unload at its own point. Transport hovercraft drive to a distant unload point and set the unit down. In the TA preset unloaded cargo starts idle. Escalation’s transports take the same Load and Unload orders, and a Cargo button sets them to auto-load, auto-unload or manual.

Evidence: documentation and source review, . No new live-game acceptance test.

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 and, as in TA, attack whatever hits the unit they guard and do not chase enemies they spot themselves. Builder patrols repair, assist construction and reclaim resources. Which nearby unit a patrolling builder picks first can differ.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Radar and sonar reveal contacts above and below water with TA’s rules. A contact exactly on the edge of range can differ, and a computer player does not see your radar contacts as it does in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Cloaking and revealing units

Supported

Cloak-capable units spend energy to hide and are revealed by nearby enemies and by work as in TA. A submarine nobody has spotted does not reveal them.

Evidence: documentation and source review, . No new live-game acceptance test.

Fog of war and terrain visibility

Partial

Circular, True and Permanent visibility follow TA. A Permanent skirmish uses circular sight where TA uses terrain-blocked sight.

Evidence: documentation and source review, . No new live-game acceptance test.

Alliances and shared victory

Partial

Players can ally and break alliances during a match, including with computer players. Allies can share vision and radar, a lobby option that follows the TA Unofficial Patch. In multiplayer each player has TA’s Allied Victory switch, and in skirmish your own alliances decide a shared win, as in TA. A computer player that allies with you during a match can share your win, which it cannot in TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Commander and annihilation victory

Partial

Matches end on Commander loss or the elimination of every unit, and a defeated player can stay to watch, asked only where TA asks. Which units leave wreckage when a Commander’s base is destroyed still differs.

Evidence: documentation and source review, . No new live-game acceptance test.

Deathmatch Commander respawning

Supported

Choose Deathmatch in the battle room or the AEX lobby. Losing your Commander still destroys your units; a few seconds later a new Commander arrives at a random point on the map with your starting resources, and the match never ends by elimination. Computer players respawn too.

Evidence: documentation and source review, . No new live-game acceptance test.

Unit build restrictions

Supported

Before a match the host can ban a unit type or cap how many each player may have, from the battle room's Restrictions menu or the AEX lobby's Restrictions dialog. Banned units are greyed in the build menu. Lists can be saved and loaded by name. TA's own saved .LST lists are not read.

Evidence: documentation and source review, . No new live-game acceptance test.

Weapon and explosion sounds

Partial

Weapon fire, impacts and death explosions play sounds only where you can see. In the TA preset each sound plays at one of TA’s two volumes, on screen or off, without stereo panning. When many sounds play at once, AEX chooses which to drop differently from TA.

Evidence: documentation and source review, . No new live-game acceptance test.

Unit acknowledgements and work voices

Partial

Unit selection, orders, arrival, construction, repair and reclaiming have voice support, including TA’s lines when work fails. In the TA preset voice lines queue and play at most one a second, at one volume, as in TA. A line queued by a unit that then dies can still play, and the unit chat setting does not filter which lines play.

Evidence: documentation and source review, . No new live-game acceptance test.

Original campaigns

Partial

Choose original TA, expansion and mod campaigns, read briefings, play missions and retain progress. Mission saves and ending sequences are implemented. Missions apply their own unit limit and sight rules, hide the units a mission protects from the computer player, and announce a met victory condition, as in TA. Some presentation differs; full mission-by-mission validation remains pending.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

A lobby rule makes a gift of many units wait before the recipient takes control. With Escalation it is on by default: more than 10 units wait 30 seconds.

Evidence: documentation and source review, . No new live-game acceptance test.

Repair-rate adjustment

Supported

Under Escalation, builders repair at the rate they would build the unit, so low-tier builders repair big units slowly.

Evidence: documentation and source review, . No new live-game acceptance test.

Vote to remove a dropped player

Supported

A dropped player is removed by a majority vote of the remaining players; the host can still remove them directly.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Automatic team balancing and shuffling

Supported

The host shuffles or balances teams in the battle room (Teams row, or +randomteam / +autoteam in chat). Balance evens teams by player count.

Evidence: documentation and source review, . No new live-game acceptance test.

Patch start-position modes

Supported

Choose Fixed, Random, User selects, By team or Sequential starts. Authored start counts and valid placement constrain the available choices.

Evidence: documentation and source review, . No new live-game acceptance test.

Extra map units in skirmish and multiplayer

Supported

A lobby rule brings in the units a map places: each for the player its number names, the rest for a neutral side that never wins or loses. With Escalation it is on by default.

Evidence: documentation and source review, . No new live-game acceptance test.

Wind synchronization patch

Not applicable

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

Evidence: documentation and source review.

Take control of a dropped ally’s units

Supported

With the lobby rule on, a player can take a dropped mutual ally's units from the sharing panel or with .take. .takecmd takes the commander too when the host allows it; .stopgive bars a player from taking, and .give lifts the bar.

Evidence: documentation and source review, . No new live-game acceptance test.

Share vision with allies

Supported

During a match, the SHARE page sends or stops your line of sight and radar for each ally. The host’s lobby rule can turn sharing off for the whole match.

Evidence: documentation and source review, . No new live-game acceptance test.

Factory explosion protection

Not applicable

Every player's game works out damage from the same orders, so new units never take hits meant for a unit that just died.

Evidence: documentation and source review, . No new live-game acceptance test.

Dragon’s-teeth protection command

Not applicable

Walls look the same on every player's screen because all games run the same simulation.

Evidence: documentation and source review, . No new live-game acceptance test.

Move commanders to a new start point

Not applicable

Commanders are placed before the match: players choose their starts in the lobby, or the host picks a start mode. Relocating them at the start of a match is unnecessary.

Evidence: documentation and source review, . No new live-game acceptance test.

Pause when a player drops

Supported

A player disconnect pauses the match until they rejoin or are voted out; the host can turn this off in the lobby.

Evidence: documentation and source review, . No new live-game acceptance test.

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 applicable

The original command never placed a base for either side; AEX has no prebuilt starting bases.

Evidence: documentation and source review, . No new live-game acceptance test.

Pick a random map

Supported

Pick RANDOM in the map picker, or type .randmap in the battle room as host; every player gets the same map.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Exclude received resources from production totals

Supported

A lobby rule keeps metal and energy received from allies out of end-of-game production totals. With Escalation it is on by default.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Cycle idle builders without selecting carriers

Supported

Ctrl+B cycles idle builders, centres on each and skips carriers (builders whose menu holds only mobile units).

Evidence: documentation and source review, . No new live-game acceptance test.

Center the camera on a factory

Supported

Ctrl+F selects the next factory in build order and centres on it.

Evidence: documentation and source review, . No new live-game acceptance test.

Group and build-menu number shortcuts

Supported

Number keys recall groups; Alt+1-9 turn the build menu to that page.

Evidence: documentation and source review, . No new live-game acceptance test.

Map drawing and text markers

Supported

Draw for mutual allies and place, edit or erase text markers on the battlefield, Tactical Overview and minimap. Unit-following markers are not provided.

Evidence: documentation and source review, . No new live-game acceptance test.

Income, wind, tidal and clock readouts

Supported

The top bar shows income, the clock and the map’s wind, solar, gravity and tidal throughout play, in every look, the Classic TA bar included.

Evidence: documentation and source review, . No new live-game acceptance test.

Weather report with the clock

Supported

The wind readout uses the weather report’s figures, the energy a wind generator makes and the map’s wind range, and stays on screen all match instead of appearing with the clock.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

One key (Print Screen, or Ctrl+F12) saves a PNG of the game window, named by time, to the AEX data folder.

Evidence: documentation and source review, . No new live-game acceptance test.

Chat macros

Supported

Up to four preset chat lines, set in Options and sent by key (macro 1: Ctrl+F11).

Evidence: documentation and source review, . No new live-game acceptance test.

Unicode chat and input methods

Partial

Chat and text fields accept input-method composition, shown underlined at the caret, with the candidate window placed beside the field. Characters the bundled fonts lack, including Chinese, Japanese and Korean, still display as a question mark.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

Line-of-sight mode is chosen in the lobby and stays fixed for the whole match.

Evidence: documentation and source review, . No new live-game acceptance test.

In-game scoreboard

Supported

An in-game scoreboard is available.

Evidence: documentation and source review.

Snap reclaim and resurrection to wrecks

Supported

Reclaim and resurrect clicks snap to the nearest wreck within an adjustable radius (Options, Interface); hold Alt to click exactly. Escalation uses its own one-cell radius.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Drag queued orders to new positions

Supported

Queued move and build orders can be dragged to new positions; build sites must remain valid placements.

Evidence: documentation and source review, . No new live-game acceptance test.

Builder patrol work by movement state

Supported

Builder patrol work is chosen per move order (Reclaim Only, Both, Assist Only). Escalation's settings make Hold Position reclaim only, and Maneuver and Roam reclaim, repair and assist; the host can change them.

Evidence: documentation and source review, . No new live-game acceptance test.

Transport ferry order sequence

Not supported

The patch’s ferry sequence, where move orders given before a load or unload run after it, is unavailable. Queued load and unload orders run in the order given.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

Every structure being placed shows its nanoframe outline, with a scanline sweep under Escalation; an optional fill setting is off by default. Previews that face the enemy turn only where a selected builder can reach the site.

Evidence: documentation and source review, . No new live-game acceptance test.

Autoclick patch option

Supported

The patch's Autoclick key is its line-build key: hold X (rebindable) to lay a line or ring of buildings.

Evidence: documentation and source review, . No new live-game acceptance test.

Dragon’s-teeth optimization option

Not applicable

AEX lays a solid line of dragon's teeth at any angle; the patch option only changed the order the pieces were queued in.

Evidence: documentation and source review, . No new live-game acceptance test.

Full range-ring display

Supported

A toggle draws labelled rings round the selected units for sight, radar, sonar, both jammers, build distance, maneuver, kamikaze distance and up to three weapons, readable at every zoom. Selected kamikaze units show their blast ring. The minimap and Tactical Overview show sensor ranges.

Evidence: documentation and source review, . No new live-game acceptance test.

Chat across game screens

Supported

An optional chat backdrop (Options, Interface, Chat) puts a translucent backing behind each chat line for readability; in the AEX look every line already has one.

Evidence: documentation and source review, . No new live-game acceptance test.

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

Supported

Units rank up from kills on each unit's own thresholds, with the original rank bonuses.

Evidence: documentation and source review, . No new live-game acceptance test.

Other Escalation executable gameplay changes

Partial

Escalation's rule changes to repair, weapons, aircraft, projectiles, units, the computer player's economy and its orders when hit are matched, with its win sound and reclaim voice; two minor executable fixes are not yet traced.

Evidence: documentation and source review, . No new live-game acceptance test.

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 in a large lobby view, enlarge the placement view and choose starting positions before launching. Team regions and five start modes support different match setups; valid terrain and available authored starts constrain the choices.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Rebindable keyboard and mouse controls

Supported

Give each command a primary and a secondary binding, using a key combination or a mouse button. Choose classic TA or standard RTS mouse controls and reset bindings to their defaults at any time.

Evidence: documentation and source review.

Adjustable camera, zoom and scrolling

Supported

Set zoom speed, the Shift zoom-in limit and the zoom-out point where Tactical Overview begins. Adjust scroll and edge-scroll speed, edge margin, immediate edge scrolling and minimap mouse buttons. Save and recall up to four camera positions.

Evidence: documentation and source review.

Control-group colours and markers

Supported

Choose a colour for each control group and show markers in full, as badges only, or not at all. Large groups are summarized with a badge and member count. A rebindable toggle shows every group, with edge markers for groups off-screen. Control-group number keys are not rebindable.

Evidence: documentation and source review.

Targeting and placement aids

Supported

Optionally snap metal extractors to deposits, with adjustable radius and sensitivity. Snap the cursor to targets and set the mouse drag threshold.

Evidence: documentation and source review.

Basic and Advanced options

Supported

Switch the options screen between a short Basic view and the complete Advanced view. Interface, controls, video, audio, accessibility and mod settings are kept on separate tabs.

Evidence: documentation and source review.

Mod themes and presentation defaults

Supported

A mod can ship a complete interface theme, choose the classic TA or AEX menu style, set sharp or smooth texture filtering and provide its own Tactical Overview icons. A player’s own choice always takes priority; Mod Default restores the mod’s setting.

Evidence: documentation and source review.

AEX Studio creator tool

In progress

A creator tool for maps, units, themes and mod packages, built on the game’s own content loading and rendering, so a project folder is playable as a mod throughout. Not yet available for download.

Evidence: documentation and source review.

Line building and larger factory orders

Supported

Hold the line-building key (X by default), click to anchor and click again to place a row at any angle. Drag placement also works. Adjust gaps with the wheel or spacing shortcuts; use modifiers to add multiple units to factory queues.

Evidence: documentation and source review, . No new live-game acceptance test.

Scatter a group

Supported

One key spreads the selected units apart, each a short way out in its own direction so none cross the clump. Works with original TA rules and can be queued with Shift.

Evidence: documentation and source review, . No new live-game acceptance test.

Builder-only and combat-only selection boxes

Supported

Hold a key while dragging a selection box to take only construction units, or only mobile combat units.

Evidence: documentation and source review, . No new live-game acceptance test.

Select by unit kind

Supported

Shortcuts select your bombers, fighters, transports, mines, sensors, fixed defences, factories and more, as well as every unit sharing a type with the selection.

Evidence: documentation and source review, . No new live-game acceptance test.

Factories feed control groups

Supported

Tag a factory with a control-group number and every unit it builds from then on joins that group.

Evidence: documentation and source review, . No new live-game acceptance test.

Build-menu keys for every unit

Supported

Each build picture shows its key. Hold a picture to give it a key of your own; keys are kept per mod and work on every build page.

Evidence: documentation and source review, . No new live-game acceptance test.

Grab and drag the map

Supported

Hold the middle mouse button, or a chord for trackpads, and the battlefield moves with the pointer at every zoom level.

Evidence: documentation and source review, . No new live-game acceptance test.

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 recorded matches with speed controls, scrubbing, a free camera and player perspectives. Exact playback uses the recording build when eligible and available for your computer; fetching it requires a licence. Compatible recordings can fall back to approximate playback, clearly labelled. Required game content must still be available.

Evidence: documentation and source review, . No new live-game acceptance test.

AEX saves and multiplayer resume

Supported

Save single-player games, including campaign missions, and re-host saved multiplayer matches. Supported older AEX saves can be upgraded after an update; newer or too-old saves are refused. Multiplayer resume requires all saved human seats and a matching running build. Original TA save files are separate and unsupported.

Evidence: documentation and source review, . No new live-game acceptance test.

Find and watch games through X-Gate

Supported

Browse open and live games in AEX and on the web, search by game, host or map, and filter by installed games. Join a lobby or watch a running match when the host permits. Directory browsing requires sign-in.

Evidence: documentation and source review, . No new live-game acceptance test.

Game links and host access controls

Supported

Share game codes and join or watch links. Hosts can choose public, code-only or invite-only rooms, lock a lobby and ban players from that game. Code and ordinary join links need no X-Gate account; public listing and invite-only access use accounts.

Evidence: documentation and source review, . No new live-game acceptance test.

Shared game and web community

Supported

Use shared chat, a player roster, friends, profiles, avatars and block/report controls across AEX and X-Gate. Community access requires a signed-in account with an active linked licence; profiles require sign-in.

Evidence: documentation and source review, . No new live-game acceptance test.

Reconnect and recover after a connection loss

Supported

A dropped player can reconnect while the match waits. Eligible matches using game codes can move to an available hosted server if the host’s machine disappears. Plain LAN and direct-IP games do not provide this host recovery.

Evidence: documentation and source review, . No new live-game acceptance test.

Install and switch hosted mods

Supported

Eligible licensed testers can get, update or reinstall supported hosted mods from inside AEX; the catalogue currently offers TA Escalation and UberHack: Reborn. When joining needs a hosted mod or another installed game, supported join flows offer installation or switching before joining again. Availability depends on the hosted catalogue and access.

Evidence: documentation and source review, . No new live-game acceptance test.

One-file mod packages

Supported

Add or drag a single .aexmod file into AEX. Packages carry a mod’s identity and version; AEX recognises a mod by the identity in its manifest at any version, and multiplayer content checks identify mismatched copies. Publishing a package moves scripts that recognise units by model height onto an exact unit-type check. Packages are currently unsigned; matching content does not verify the author. Existing TA mod folders remain supported.

Evidence: documentation and source review, . No new live-game acceptance test.

Import maps and receive the host’s map

Supported

Add maps or map archives to a shared collection and refresh the list without restarting. A lobby can transfer a missing or different map from its host; required feature packs are checked separately, with supported hosted packs available to eligible testers. This is separate from the planned curated map catalogue and ratings.

Evidence: documentation and source review, . No new live-game acceptance test.

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.

Escalation upgrades and gameplay compatibility

In progress

Escalation 10.2 runs in AEX. Downloaded from AEX, it plays with Escalation’s own rules: its transports’ Cargo button, repair, air and weapon rules. A newer Escalation release keeps those rules and is flagged as not yet tested. Some mod-specific effects still need compatibility work and validation.

Evidence: documentation and source review, . No new live-game acceptance test.

Massive battles

Supported

Massive battles are tested continuously, and AEX performs excellently in them. Results depend on the map, the mod and your machine; see the hardware guidelines.

Evidence: documentation and source review, . No new live-game acceptance test.

Platform stability

In progress

AEX runs on macOS and Windows. Linux coming soon; 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.