For those unfamiliar with TA: Escalation (TA:ESC), we like to think of our effort as a production 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 - a feat claimed by many, but realized by none; new GUI and extended menus; unique upgrading system for defenses and resources; 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!

Report abuse TA:Escalation Beta 4.2
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Jan 18th, 2011
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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.

Upgraded Decoy Commanders

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!

Arm Maelstrom

New Units/Features

  • Arm Maelstrom Battle Submarine
  • Arm Research Facility
  • Core Upgrade Center

Arm Commander Upgrade


  • Fixed missing corpse bug with the Arm L3 Gantry
  • Fixed various explosion animations and reduced file sizes for several
  • Fixed missing floating hover plants in construction hovercraft build menu
  • Fixed missing fire orders on Core Geothermal Plant upgrade

Updated Anti-Air Ships with depth charges


  • None


  • Modified various build menu locations on GUI
  • Added back ability to build fully upgraded options for upgradable weapons
  • Removed cloaking from the Core Manticore, added stealth, increased armor when closed
  • Restored AA missiles to Arm Panther, removed burst lightning and stealth
  • Merged Arm Spider turrets to one weapon
  • Added new secondary weapon to Arm Gorgon for improved performance
  • Added AA missiles to Arm Sky Crane (formerly Roc)
  • Updated various models and texture work
  • Improved various unit scripts
  • Lowered Arm Stumpy and Core Raider movement rate, LOS and weapon range and damage
  • Lowered Arm Trition movement rate, improved weapon damage
  • Decreased Core Leveler weapon range and armor, increased movement rate
  • Added several new explosions and other SFX, removed unused animation files
  • Increased Arm Rocko and Core Storm weapon velocity, improved LOS
  • Increased Arm Hawk and Core Vamp weapon damage
  • Decreased Arm Hammer and Core Thud movement rate and LOSa
  • Added AA light flaks to Advanced Bombers, reduced bomb weapon damage
  • Removed ability for the Core Vindicator and Skynet to submerge
  • Added Guard ability to Arm and Core scavenger kbots
  • Reduced size of the Arm Swatter
  • Moved Arm Whale Transport sub to Level 2 Shipyard
  • Reduced Core Leviathan movement rate, modified acceleration and break rate
  • Increased Nuclear and Tactical Nuclear Missile weapon damage
  • Reduced Aurora movement rate, increased overall costs and weapon damage
  • Increased buildtime and Energy costs for Arm Bulldog, Core Reaper and Goliath, decreased turn rate and acceleration
  • Improved Core Can LOS and weapon range
  • Reduced Arm Anaconda and Core Snapper movement rate and max damage
  • Increased Arm and Core Crawling Bomb weapon damage, reduced movement rate
  • Reduced Arm and Core Floating Plasma Cannon max damage, increased range
  • Reduced Arm and Core Battleship movement rate
  • Reduced Arm and Core Advanced Construction Sub footprint
  • Decreased Arm and Core Torpedo Launcher weapon range
  • Decreased Arm and Core Destroyer overall costs
  • Removed rockets from AA ships, added depthcharges and sonar
  • Added stealth to Arm Peewee and Core AK, lowered LOS
  • Improved Arm and Core Fast Attack Vehicle LOS
  • Improved Arm Penetrator firepower, range, and armor
  • Improved Arm Shooter range, rate of fire, and weapon damage
  • Removed firestart ability from all nuclear weapons
  • Lowered Arm and Core Omni Sensor costs
  • Improved Arm Zeus max damage
  • Reduced Arm and Core Light Carrier costs, increased radar range
  • Modified Arm Demolisher weapon, reduced range, increased max damage and weapon firepower
  • Decreased Arm Empyreaan overall costs, LOS, radar range, weapon rate of fire, and max damage, increased weapon range
  • Increased Arm Raptor weapon firepower and overall costs
  • Decreased Arm Olympus overall costs and max damage, increased weapon range
  • Decreased Core Overlord overall costs, improved weapon firepower and max damage
  • Decreased Core Vindicator overall costs
  • Increased Core Krogoth overall costs
  • Decreased Core C.O.R.E overall costs
  • Decreased Metal costs for Arm and Core transport ships
  • Reduced Arm and Core v-launch Hovercraft weapon damage and range
  • Decreased weapon reload time of Arm and Core Missile ships
  • Removed noexplode feature from all Flak weapons
  • Increased animation delays on the Arm Gantry
  • Lowered weapontimer for the Core Dominator LOS rocket weapon, add command fire for vlaunch option
  • Lowered weapon range for the Core Immolator, increased max damage
  • Increased build cost for Arm and Core Floating Laser Towers
  • Increased Arm Guardian and Core Punisher range and build time
  • Reduced Arm Sky Crane armor
  • Increased Core Emissary Metal cost
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TA:Escalation Beta 4.2
Post comment Comments
chulaksaviour Jan 19 2011 says:

Thanks guys!

+3 votes     reply to comment
reeboker Mar 8 2011 says:

:thumbs up: on another update :)

+2 votes     reply to comment
Thaiauxn Apr 26 2011 says:

I can rest well tonight, knowing nothing I ever do will be as cool as this mod. XD +1 <3

+1 vote     reply to comment
GeckoHA559 May 19 2011 says:

Hello there. The AI doesn't function well. All thats needed is for the AI to build the new units (they only build some, mainly resources) and also encourage it to create ships in stages where most of the map is water (two continents)

+1 vote     reply to comment
GeckoHA559 May 19 2011 says:

Hey forgot. What happened to the other ally symbols in skrimish mode with stars and moon, can you bring them back? Just wandering

+1 vote     reply to comment
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