ESC 8.1.3...
[Fri 25 Dec 2015, 5:43 AM by Wotan] [29 Comments]

[URL="http://taesc.tauniverse.com/?p=downloads"]HERE[/URL] Just in time for x-mas morning :D

I was not able to get as much done as I would have liked (heavy navy adjustments, sumo/morty tweaks, etc.) due to time constraints, but consider this release a 'stability and bug fix' version. We'll likely follow this one up shortly with some more changes very soon, but I wanted to at least get this out for the holidays :)

I will be out for a few days so happy holidays to all of you and I hope you enjoy your time with family, friends, and, of course, ESC!

:)




An awesome ESC resource site!
[Mon 30 Nov 2015, 6:53 PM by Wotan] [1 Comment]

I should have given more love to Toaster's excellent website long ago. Toaster is a very talented artist who has made some very nice rendered maps for ESC - check them out:

Here's the link to the map pack did for ESC:

[url]http://www.tauniverse.com/forum/showthread.php?t=43875[/url]

And the direct link for the TCM Mappack:

[url]http://tcm.tauniverse.com/[/url]




ESC 8.1.2 [please re-download if you already have 8.1.0 or 8.1.1]
[Sat 3 Oct 2015, 8:55 PM by Wotan] [42 Comments]



Beta 8.1.2 is now available!

Note!!! PLEASE DOWNLOAD 8.1.2 IF YOU ALREADY DOWNLOADED 8.1.0 or 8.1.1 - Ground fire based Slashers and Samsons have been restored to AA only (now with added basic radar coverage)

Also make sure you already have ESC 6.8.1 installed - you can grab it at the download page. This update file is .RAR due to inclusion of exe updates. You can grab WinRAR on the web for free if you cannot open the file with your O/S]


Well, it's finally here after a long time spent making literally hundreds of 'minor' fixes along with the addition of a couple of new units. Here is a small sampling:

New Colors
In place of 'silver/Gray' we now have 'Teal'. 'Green' has been lightened up somewhat and 'Tan' is now a darker shade now known as 'Maple'. The minimap (and megamap?) dots have been greatly improved for better color separation in game

New mobile construction hot keys
Now you don't even have to mouse over to the build GUI to make units!

Metal and Energy (late game) Economy
T1 and T2 Metal Makers are now 25% more effective and both the Arm Forge and Core Vault Metal outputs have been increased also. The Forge now produces 100 Metal for 5,000 Energy and the Vault will now make 30 Metal when built (or 40 when paired). Lastly, T3 Fusion output has been decreased from 7,500 to 5,000 but still retain a 2x adjacency bonus.

Faster building Mines
Minefield can be laid out much more swiftly thanks to near instant unit buildtimes. However, Metal and Energy costs remain unchanged so you will need stored resources or risk stalling. Note that Nuclear and Tactical Nuclear mines are excluded and require extended time to build.

Optimized Hovers
Hovers (especially T1) in general are now cheaper and faster to produce. T2 Hovers are stronger yet with improved firepower and/or armor. The T3 Hover Cruisers are now both groundfire-based, multi-weapon (in addition to AA) with overall DPS increases.

Tougher Crawling Bombs
These can now be used to take out LLTs and offer greater threats to ground units while on the ground. The T3 Vermin conversely is slightly less armored, however.

More T1 ground unit adjustments
Warriors have a bit more range, Stumpies and Raiders are larger in appearence, Gators have been restored to 7.5.1. The Gemlin will likely be replaced with an early amphibious gauss tank, while a Core counterpart is also being considered.

T2 Bombers now tougher
Armor has been improved as has splash damage from bombs.

Charging fields adjusted
All charging units now 'spark' when charging T2 or T3 units. Note the T3 Fusions and Core B.F.G. cannot be charged.

Cheaper MUATs (T2)
A 40% reduction in Metal costs and possibly added light AA missiles.

Expanded Radar coverage
All Radar, Jammers, sonar get 16% more area coverage.

Useful Aurora
Tactical Nuke+ for real striking power, though longer reload time required.

And much, much more... (see below). What are you waiting for, Commander!?




ESC 7.5.1 is HERE!
[Sat 17 Jan 2015, 8:18 AM by Wotan] [33 Comments]



Beta 7.5.1 is now available!

[Note: Make sure you already have ESC 6.8.1 installed! This download format is .RAR due to inclusion of exe updates. You can grab WinRAR on the web for free if you cannot open the file with your O/S]

Consider this the 'official' version for 7.x. 7.5.0 was a bit premature with some minor bugs and a few quality issues, but this is the real deal. The latest changelog is include in the download file - note there are a few role changes to some existing units (emphasis here on restoring concepts that worked better in 7.0.0 or earlier) as well as a few new units. Sadly, I had to remove the Supreme Commanders for now as there were some hang ups - as with earlier versions, upgraded Commanders and Decoys are the larger style models again.

So what are you waiting for Commander? Get on over to the Downloads page and get your game on!



Click to view full poster




ESC 7.0
[Sat 12 Apr 2014, 6:54 AM by Wotan] [59 Comments]



Beta 7.0 is now available!

[Note: Make sure you already have ESC 6.8.1 installed! This download format is .RAR due to inclusion of exe updates. You can grab WinRAR on the web for free if you cannot open the file with your O/S]

Alright Commanders! Are you ready to try out your new selection of units, updates, and overall improvements? If you have not already done so, get the update and unzip all the contents right into your TA Escalation folder (again make sure you already have 6.8.1 installed).

While you're downloading ESC 7.0, you are advised to review the major changes for this release. As always, the detailed changelog is also included in the download file. This is 'soft' update as I want to get feedback on the new units and changes before we make a big news update.




TA: ESC BETA 6.8 has landed at last!
[Wed 2 Oct 2013, 5:56 PM by Wotan] [76 Comments]



UPDATE: It has been discovered that the game may not launch for some users with certain GPUs or Windows 8. Please click here for a hotfix and more information..

Beta 6.8 is available NOW!

[Note: Install will update TA to v3.9.02 and place ESC under C:\...\TOTALA\TA Escalation]

It has been a long while since our last release and that is for very good reason. The previous version of ESC has proven to be among our very best releases to date.

Developing Beta 6.8 proved to be lengthier than expected because many of the problems we thought were present in Beta 6.7 were subsequently ironed out over the weeks and months of online play.

However, as always, a few things did need looking into and it is finally time to introduce a couple (actually a lot) of very cool additions to the mod!

First and foremost, ESC 6.8 is now linked with the TA Community Patch and is designed to work with the just released 3.9.02 version.
Aside from many subtle engine improvements (superior pathfinding being a standout), players also now have access to a strategic level view of the battlefield via the ‘MegaMap’ recently engineered by xpoy!

The MegaMap augments all of the features found in the MiniMap and even allows players to select and operate individual units!
Be warned, however, MegaMap is very CPU intensive and is not intended to fully replace regular TA viewing mode while playing. It is, like ESC still a work in progress, but we hope you enjoy it and find it useful.



Next, Beta 6.8 includes a number of powerful new units and concepts, including:

Arm Sky Crane / Condor – Arm gets multiple iterations of handy heavy lifters at T2 and T3

Arm Vanguard and Core Flail – The long overdue and highly anticipated T3 AA are here at last!

Core Ambassador – T3 Mobile (Flying) Teleportation anyone?

Core Beholder – The old flying Decimator model repurposed as a T3 high altitude observation station that can see virtually forever.

Core Decimator (redone) – A more modest, but still deadly T3 ground based version of the previous problematic flying version


Oh, and a whole bunch of all new Advanced Hovercrafts are in as well!!! :D

There are also, of course, scores of tweaks and adjustment that have been implemented to further improve balance and game play – these are detailed below and in the changelog.

A lot of work went into this version of ESC and we hope you enjoy Beta 6.8 even more than our previous releases. As always get online and happy gaming!


Click to view full poster




BETA 6.7 has arrived!
[Sat 27 Apr 2013, 8:54 PM by Wotan] [2 Comments]



Beta 6.7 is available!!

Go get it... Now!




ESC Beta 6.3 has landed
[Sun 27 Jan 2013, 12:01 AM by Wotan] [4 Comments]



Beta 6.3 has landed!

We've made a quick HOTFIX to address a problem with a nasty exploit. Please download 6.3.1 if you have already downloaded 6.3.0 - sorry for the mishap!

Go get it! And grab our new Map 'Inversed Conflict' while you're at it!

New Map Release - Inversed Conflict!





TA: Escalation Beta 5.0 is here at last!
[Sun 31 Jul 2011, 12:53 AM by Wotan] [11 Comments]



TA:ESC 5.0 is available now!

Are you ready for more units, more explosions, and most of all, more games!? If you are, you've come to the right place! TA:Escalation (TAESC) continues and expands the eternal war between the Arm and Core and brings you the quality and content you would expect from an official release.

TAESC delivers over 75 new Cavedog quality units from the minute scavenger bots to unprecedented experimental engines of war. If that is not enough, we have expanded and redone the GUI, added top-notch explosions of every size, and developed new gameplay concepts including mass teleportation and transports, configurable omni intel, unit upgrades, mobile factories and surfacable subs, and even adjacency bonuses for many resource units. Further, we have rebalanced and refined nearly every unit and tested them over thousands of games online from players of every skill level to ensure a nearly endless variety of strategies to wipe out your enemies.

If you are prepared to escalate your TA game to the next level then get moving Commander!


Click to view full poster




Total Annihilation: Escalation Previews!
[Wed 2 Feb 2011, 12:11 AM by TheRegisteredOne] [2 Comments]

The TA:Escalation team is proud to present the biggest and baddest battleships in the history of TA modding (imhho). You will find the highest standards and styles most adherent to Cavedog's original lineup in the Arm Triumph and the Core Sovereign (as well as the rest of TA:Escalation ).




Crafted to official Cavedog style and quality with the same high standards you've come to expect from us, these Floating Fortresses are the pinnacle of Arm and Core naval engineering. Unrivaled amongst surface combatants with their assortment of plasma cannons and Blue Lasers of Death and projecting power far in land with their nuclear artillery, The Triumph and Sovereign displaces the venerable Arm Victory and Core Tyrant class Dreadnaughts as the naval game-enders of TA:Escalation.

TA:Escalation is not just about big units however, it is also about innovation and polish. Instead of including hundreds of units that do the same basic pointing gun and shooting, we are proud to present these unprecedented and previously thought impossible features to the TA engine:

- Polished automated transports, with the best multiple unit air transport.
- Top tier sensors that provide the choice of line-of-sight, radar, jamming, radar-targeting, and a clever "Commander hack" feature that reveals the location of enemy Commanders (and Decoy Commanders).
- Polished teleporters that automatically ferries your troops across the map.
- Inverse kinematics of the Core Spiderbot, perhaps one of the best walk scripts for TA.
- Automatic repair towers that repairs nearby units!
- Upgradeable buildings! Like upgrading your Gaat to a Viper for additional firepower, or upgrading your Fusion for more armour and energy output.
- Adjacency bonus that provides your power plants and energy storages with more energy output at the price of more vulnerability to chain reactions.
- Ballistic missile subs that are not just surface ships with submarine graphics like all previous variations. Hide your strategic arsenal under the waves!
- Massive shield domes! Instead units with shield graphics and some additional armour, our shields actually block shots! These are the only shield domes that also work in multiplayer.
- Unit upgrades! Upgrade your Commander by building upgrade centers!
- And much much more we don't have room to mention here!

To add to this list. I present to you, hovercraft carriers with shadows!


Wait what? You ask. Hovercrafts of Original TA did not have shadows, but we've discovered a way to provide hovercrafts with shadows, and this trick has been shared with some of the best TA mods of today, such as TA:Excess II. However, due to the quirkiness of the engine, we were unable to display the landed aircraft properly on the correctly-shadowed hover carriers like on the ship carriers and air repair pads... Until now!


Like many of the features listed above, there are no other third-party mods or units that contain hovercraft carriers with shadows. While this may seem trivial, but such is the spirit of innovation we bring to this ten-year old engine and the dedication we approaching making mods for our favourite RTS game.

So come join us in our TA:Escalation forums, visit our website, watch us on Moddb, or join us in the running TA:Escalation battles on GameRanger. We need you to give us feedback on our ever updating private test releases and help us in our constant drive to perfect multiplayer balance.




Beta 4.2!
[Wed 19 Jan 2011, 4:21 AM by TheRegisteredOne] [0 Comments]

Beta 4.2 is finally here! As usual we're late in releasing, but it is not for a lack of effort. Over the past few months we've been quite busy working with the multiplayer community ironing out bugs and balancing issues – thanks to Jono, Machine, Boogie, Zangofett, and many others for their continual feedback in this process. Especial mention of our Russian contingent must be recognized though, and none more than Gbopkuh and Norfolk for their input and tons of game recordings despite the disagreements here and there – their contributions were essential in keeping important balance topics on the table.

As mentioned in another thread, Beta 4.2 will be the last public beta of TA:Escalation. Over the next two months, a series of final test alphas will be released based on remaining feedback from this release and the subsequent games online. During this period, we'll likely introduce a few more changes, including restored mission support, a new AI, and perhaps a fun unit or two, but most of the effort will be focused on tweaking balance and any remaining bugs. We're hoping to see more input on Sea and Level 3 units to wrap things up nicely, but we expect that there will be subtle changes required in other areas as well.

Please let us know what you think of our latest release in the meantime. Be sure to check out the new Commander Upgrade Facilities and Arm's Maelstrom sub. Most of all, keep us informed on anything you would like to see going forward and remember, this is the last round of Arm/Core before we release TA:ESC Official 1.0!




TA: Escalation Upgradeable Commander Preview
[Fri 3 Sep 2010, 2:45 AM by TheRegisteredOne] [35 Comments]

In upcoming versions of Total Annihilation: Escalation, you will be able to upgrade your Commanders and Decoy Commanders by building an upgrade center. The Commanders will get new rapid-fire repeating lasers, vertical launch missiles, and better armour after upgrade. Pretty cool stuff. Here are some previews:

Here is also a video by Darkvamp demonstrating the use of the upgraded Decoy Commanders in multiplayer games:





TA: Escalation Beta 4.1 is here!
[Sat 3 Apr 2010, 10:05 PM by Wotan] [5 Comments]



TA: Escalation is back! This time with more units, features, fixes, and now all new explosions to light up the battlefield! With version Beta 4.1 we are nearing production quality and it won't be long before TA:ESC official version is released! Don't wait around though, we need your feedback, thoughts, and most importantly YOU online gaming with us.

For those unfamiliar with TA: Escalation (TA:ESC), TA:ESC is a Cavedog quality expansion to Total Annihilation which can be enjoyed in both Skirmish and Multiplayer settings. TA:ESC offers significant enhancements to the venerable TA gaming engine, including:
  • Cavedog quality models, textures, and presentation.
  • All new EXPLOSIONS!
  • New GUI and extended menus.
  • Unique upgrading system for defenses and resources and now mobile units!
  • Deflective Shield Generators.
  • Mass unit Teleportation Gates.
  • Automated mass loading and unloading transports.
  • Multi-Unit-Air-Transports.
  • Proximity bonuses for adjacent Fusions and Energy Storages.
  • Surfaceable subs.
  • Walking ships.
  • Omni Intel Towers capable of massive radar, jamming, LOS, targeting, and Commander hacking.
  • And much, much more!
With all these exlclusive features, there are also over 75 new units ranging from Level 1 battlefield scavengers to massive experimental weapons of pure destruction. Come and see what all the hubbub is about over at our forum and get the latest info and release updates...

What are you waiting for?!





Celebrate the New Year with TA: Escalation Beta 4.0!
[Fri 1 Jan 2010, 4:28 AM by Wotan] [26 Comments]




The war continues Commander - both sides continue escalation of new and experimetal technologies as well as refinement of existing units in an all out effort to end the eternal conflict in the coming year... Are you ready?

For those unfamiliar with TA: Escalation (TA:ESC), TA:ESC is a Cavedog quality expansion to Total Annihilation which can be enjoyed in both Skirmish and Multiplayer settings. TA:ESC offers significant enhancements to the venerable TA gaming engine, including:
  • Cavedog quality models, textures, and presentation.
  • New GUI and extended menus.
  • Unique upgrading system for defenses and resources and now mobile units!
  • Deflective Shield Generators.
  • Mass unit Teleportation Gates.
  • Automated mass loading and unloading transports.
  • Multi-Unit-Air-Transports.
  • Proximity bonuses for adjacent Fusions and Energy Storages.
  • Surfaceable subs.
  • Walking ships.
  • Omni Intel Towers capable of massive radar, jamming, LOS, targeting, and Commander hacking.
  • And much, much more!
With all these exlclusive features, there are also over 75 new units ranging from Level 1 battlefield scavengers to massive experimental weapons of pure destruction. Come and see what all the hubbub is about over at our forum and get the latest info and release updates...

What are you waiting for?!




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