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.
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.
Coverage map
Every feature. One board.
Each tile is one checklist entry, coloured by its status. Select a tile to open its entry; the gaps are listed underneath.
Point at a tile to read it.
Not supported yet
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.
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The original game
Stock TA
Original content and behavior, with remaining fidelity gaps called out feature by feature.
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.
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.
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 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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.