"His new company, Kanoogi, shares its name with a new cloud-based gaming platform that Taylor has developed himself."
A bit about the new game from the article;
"Intergalactic Space Empire is a real-time strategy game, and can be played on any online-capable device that can run a modern web browser. It’s built in C++, running on a cloud-based virtual machine, and is a deliberate throwback to an earlier era of video games, featuring 2D graphics, a single map, and a top-down environment.
Notably, its graphics are rendered locally on the player’s device, as opposed to the Google Stadia approach of doing all the work in the cloud and sending it to the player as a video feed. However, the game itself runs in the cloud, and takes up no space on the local device being used to play it. According to Taylor, the player will never have to install or update Intergalactic Space Empire; it’s meant for fast-paced, drop-in, drop-out play."
So there you have it. Not TA2 (although no one expected that) but it's a much need interesting and fresh take on the RTS genre.
New version of Total Annihilation Zero Map Pack is finally here!
Long time in the making, Version 1c adds several new maps to the pack, remakes two of the oldest maps, and overhauls the rest. These maps make use of a wide variety of new map features, including lava eruptions and other animated pieces, and exotic crystal formations that can be reclaimed several times.
Several mistakes on the oldest maps have been fixed, and some purely visual map features have been adjusted so that wreckage will not magically disappear when units are destroyed on top of them.
Download TA Zero Map Pack 1c here, and visit the official discussion thread.
If you're not familiar with TA:Escalation, it's one of the most played, still under-development TA mods. Wotan, TheRegisteredOne, and the rest of the community have been working on Escalation for years (nearly 18, depending on how you want to count), and it shows. If you've played ESC for years, or you've never heard of it before, the tournament is open to you.
Did I mention the current prize pool is $160?
Sign up today!
A nice article of with chris T's thoughts about the game and a little about what he'd do differently if he were to make a hypothetical remake of the game we all love!

I thought this very much worth mentioning here just because it's Chris Taylor, and that Total Annihilation is mentioned first in the rather impressive list of games he created.
It's also especially worth mentioning here because of this quotable quote by Chris in one of his replies:
The third reason (as if you need 3) is that he's also answering about the new cross-platform "zero-friction" RTS game he is working on. This might be the main reason why he did the AMA, but he's in a reflective mood about his illustrious game design career.
Read it all on reddit here.
Version Alpha 4c of Total Annihilation Zero is now here with an assortment of new units, improvements, adjustments, and bug fixes!
Alpha 4c adds several fundamental units to the game that had been missing so far. Each faction can now build their own dedicated transport aircraft specifically set up to be used for aggressive drops to the enemy flanks. While construction aircraft have been able to do this, they are too costly and slow to build in large numbers and not properly set up for the task anyway. In addition, GoK finally has access to their construction submarine and floating shield nodes, while Arm and Core can each build their own floating perimeter defences.
Alpha 4c carries on with the weapon effect overhaul by reworking all weapon projectile models. Not only do these new models have improved appearance, they also fix a variety of glitches related to some previously undocumented quirks of TA engine.
Speaking of the engine, there are a couple improvements to it once again. Target locking bug has been fixed, and all unguided weapons should now correctly aim at the sweetspot locations of targeted enemy units.






Download TA Zero Alpha 4c here, and visit the official discussion thread.
While not exactly TA related directly, Zero-K stems from TA which you can still tell to this day with a lot of the TA inspired units and buildings residing in the game. I certainly think this news is worth celebrating!
A quote from the Spring website;
"Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game"
So what are you waiting for? It's free!
Check out the details here and add your comments in the thread here at TAU!
The aim of the project is clear and precise; to create a replacement for the TA engine, without limitations (such as unique unit limits and weapon limits for example).
The engine is also open source which is something the community desperately desired for the original game. Meaning that anyone has access to the full source code and we aren't going to be limited to trying to hack the exe to make changes!
You'd be forgiven for thinking this gif below is just TA, however it is in fact two commanders in an eternal struggle within RWE!
You can follow the exciting progress in his thread here and even download and test it for yourself to help hunt for bugs.
The web has evolved considerably since TA Universe first started, and in the modern world it's becoming increasingly important to secure our data and communications. To help achieve this, websites across the internet are adopting HTTPS. HTTPS builds on top of HTTP, the communication protocol of the web, by encrypting the data sent between your computer and the server that the website runs on. Practically speaking, this means that sensitive details like your forum password (or your private messages with that lonely Zeus Kbot in your area) can't be read or altered by potential eavesdroppers as they travel across the net.
HTTPS is currently an optional feature. You can start using it today by visiting https://www.tauniverse.com/, but existing links, bookmarks and references in your browser history will still point to the plain old HTTP version. Look for the padlock in your browser's address bar to see whether HTTPS is enabled.
Once we're sure that everything is running smoothly, we'll move over to HTTPS by default, so you'll always have a secure connection.
After the most used TA discord server recently going down out of nowhere, with people being kicked, I decided to start a TAU one to avoid this situation again! There's a link to the new server at the top of TAU to avoid any confusion.
Discord is essentially a chat room for anyone not aware. It's a great way for the community to come together to talk and discuss anything to do with TA. Balance talks, matchmaking or even off-topic.
There is also a private channel for TA the more known modders and developers to be able to discuss or help their developments with each other.
With the 20 year anniversary in mind, we had major aspirations earlier this year for a coming together of the community for 'one last hurrah' in the form of new content, and even some modernization, for the venerable TA Platform to continue on for years to come. Sadly, this did not materialize to the extent that we had hoped for, but nevertheless quite a lot of effort was still made toward this endeavor:
Just recently, Project Lazarus was launched by ArmPrime and looks to make TA unit compilation and management a much easier task for aspiring unit pack creators. Not to be outdone, Armoured Fish, is taking the bold task of developing a whole new RTS gaming engine under the subtle guise of Robot War Engine.
Meanwhile, Admiral_94 continues to crack the mysteries of TA’s engine solving long thought ‘unsolvable’ bugs and quirks resulting in an ever more stable and capable gaming environment. Shelby, one the newer modders in the TA community, has expanded his Secret Focrces Mod and is now on the verge of a new release. Vohvelieläin, has also chipped in of late with TA Zero Alpha 4b and continues to work away on this truly unique and ultra-high, production quality offering.
Lastly, with TA:Escalation, we recently released our Beta 8.5, and with it, dozens of new units and refreshes that you can all enjoy right now and with so much more to come. This version for us, more than any other, has set the mark for a truly balanced, and just as important, entertaining release for a widespread and still growing(!) community the world over. To that end, TAG_Venom, Harry, Race, and many, many others have worked tirelessly to add new and improved battlefields and contribute to the Community Gaming Ladder also.
Quite a bit for a ‘dying’ game no doubt, but as always there is still much to do if we are going to keep TA alive and well for another 20 years…
As always stay tuned – there is a lot more coming
HAPPY 20th TA!!!
To say this community has done a fantastic job would be an understatement, but there has been, and remains, so much left on the table with so many talented folks still sitting on the sidelines. TA as a community (and TAU) thrives on creativity and participation and from many out there those aspects have been too quiet. We all know time is a crucial component - we all have separate lives and obligations from school, work, relationships, spouses, kids, and even other games. Still, for some of us there is always some little time for this platform and in that time there a million different ways to make the game that much better. Whether making a new map, a slight unit enhancement, some cool art, a DLL fix, an AI update, or even a whole mod. There is still much life in this game and there should be every bit as much in this community. There is also still time to do something for the BIG 20th - even a preview of what you are planning is more than enough. The key is always 'something' though - a spark to keep the flames of TA going on and perhaps even the very flare that ignites even greater lights to shine once again.
C'mon, stop lurking and get busy guys

After a long time of slow development and silently releasing test builds on the TAU forums, version Alpha 4b of Total Annihilation Zero is finally here! During this time the changelog has grown to a gigantic size. Taking a close look at the version history and unit guides of Arm, Core, and GoK is now truly recommended.
On top of several years worth of balancing adjustments and new units for all factions, Alpha 4b also delivers a complete overhaul of all unit scripts and weapon firing animations. Complex units should no longer run risk of dropping any parts of their script when moving, firing, and taking hits all at the same time, commanders and field engineers now handle much better in combat situations, and there is a wide variety of other improvements to scripts and animations all around. Sparks fly and fireballs animate smoothly when cannons fire, missile launchers have jets of flame shooting out from the rear, plasma cannons have crackling halos when they fire, railguns shoot out shockwaves, energy weapons emit pulses and leave trails of sparks, and distort cannons cause brief vortexes when hurling away their otherwordly projectiles. Laying down suppressive fire on the enemy forces has never been as satisfying!
Alpha 4b also brings some fixes and improvements to the venerable TA engine. Several old issues, such as reclaim sound looping and self repair of units that are under construction, have been fixed, and the old self repair code has been upgraded to support a wide range of values. As result, all construction units now have reasonable self repair rates and all Core units now have atleast rudimentary self repair ability as their factional specialty.



In addition to expanded ground warfare, the first tier 2 air units are here! Every faction can now build their own tier 2 air factory and gunship.

Download TA Zero Alpha 4b here, and visit the official discussion thread.
The hotfix, for those who need it, is included within TA Zero Alpha 4b patch archive in a separate folder. The hotfix for Alpha 4 should not be used with Alpha 4b.
Warlord, who has done the majority of the unit buildpic art for ESC has been working behind the scenes and putting together some of his best work ever. The pace is furious as TRO has been putting out model after awesome model, and your's truly starts the unit texturing, scripting, and in game assignments. We're hard at work, but there is a ton left to do.
Below is the start for the scores of new units that are coming. As you can see, we are replacing old units, adding all new ones, and will even update some of the less than inspiring OTA units. Things are shaping up nicely, so stay tuned for more updates to come!
In the meantime, we're still looking for others to make the return to TA! Van_The_Man has already responded to the call and Admiral_94 and xpoy are hacking away making the TA engine even better! Rumors persists that a big TA:Zero update from Vohvelieläin update is coming, Firmament is working on TA:Enhanced, Shelby is modding again, and MattyWS is doing some great stuff with Supcom to make it more like TA! Don't be shy you lurkers - get your tools out and join the fray - there is plenty to do yet!
