This is the full version of Dawn of the Tiberium Age v7.2: all files necessary to play are included, so you also don't need to have the original game installed. To install, simply extract all files to an empty folder and then run DTA.exe to play.
Version 7.2.5:
Build 1.192e
Released: Aug 22, 2020
- Changed: The (Allied) AI now also builds the Enforcer (Credits: Rampastring).
- Fixed: Removed overlapping structures from the "Dark Prospects" multiplayer map to prevent a crash Tiberius).
- Fixed: A bug in the client could cause players to disconnect from CnCNet when there were a lot of overall CnCNet players online (Credits: Rampastring).
Version 7.2.4:
Build 1.192d
Released: Aug 09, 2020
- Added: 2 interior wall corners (Credits: Bittah Commander).
- Changed: The Mobile Repair Vehicle now repairs 56% more hit points at a time.
- Changed: The Mechanic now repairs 33% fewer hit points at a time.
- Changed: The Commando and Tanya no longer gain a speed boost after being promoted to veteran.
- Changed: The Anti-Air Truck now has 18% more range against aircraft.
- Changed: Harvesters now behave much smarter (Credits: Rampastring).
- Changed: The Chrono Tank can now hit aircraft.
- Changed: The Chrono Tank now does 15% less damage against buildings.
- Changed: The Enforcer's Machine Gun damage against vehicles and tanks has been increased by 15%.
- Fixed: The Mechanic had far fewer hit points than intended.
- Fixed: After building a Service Depot an unbuildable Mechanic would show up on the sidebar for the Soviets.
- Fixed: Removed overlapping structures from the "Mining Town" multiplayer map to prevent a crash (Credits: Bittah Commander, Tiberius).
Finally, I don't have to live with the misery of my harvesters going from one end of the map to the other to deposit minerals. Hope this comes to TibSun soon.
Developer dont hear us and keeps doing random updates with new bugs?
Umm, what?
Elaborate
0 problems which I posted in comments to versions are fixed, only new appears.
Aside from the potential radar capture bug in Lesson on Blood that we'll investigate, the things you pointed out were either just wrong, or requests that there is not enough demand for, or one-off engine bugs that we can't do anything about at this point of time.
What new bugs do you supposedly have found in this version?
New bug is reseting FoG on saves, and new bugs on loading like when easch player see his own game. And I still not understand why water transport removed and artillery get long range.
What do you mean with "FoG"?
De-synced players after loading can happen as a result of corrupted or mismatched saves and is not a common issue. I just used the MP save feature two days ago and it worked fine for us.
Water transports don't exist because the Tiberian Sun engine hasn't supported vehicle transports. The transports could only carry infantry, which would be misleading and disappointing. If we can't make a proper implementation of something, then we prefer leaving it out entirely. That being said, we'll likely have more to reveal about this soon.
Artillery has long range because it's better for balance and makes for a more interesting game. Artillery were fairly useless with their short ranges in the original games, so we made them better. And they'd especially be useless with their original range on DTA's big maps. If you prefer the original balance, there's Classic mode.
FoW* Fog of war. Artellery OP vs infantry, dev make all defence structures uselss with this artillery range. Orca Dropship is fake transport? I nont play forabout year, now new coop maps, ald bugs, Avast now blocks game, ... I invite into game about 7 friends, so thats why I wait a lot from game :D
There's plenty of infantry and defense use in DTA and they're far from useless. For reference, you can watch some high-skill games on DTA's official YouTube channel.
Vehicle transports can only be used in missions when deliberately scripted.
Do you know mission "Paradox Equation" from Retaliation where all groun units are broken? Heavy tank fires lightning, v2 fires nuke missle in close range, .... And what about artillery? Artillery have long range.
They're fixing bugs, just not all at once. It's fair to assume not all bugs are fixed equal.
Have you changed the voice quotes of the mechanic? Or there are 2 set of quotes, and you randomly/rarely get a "hillbilly" mechanic? (I really like the hillbilly mechanic :D)
We actually did change it because everyone on the staff hated it for how it made the mechanic seem like a joke character compared to everything else in the game.
We recognize that some people do like it though, so we'll likely add an option to revert the old voice lines in a future update.
Hey guys,
Discovered a possible bug. Was playing as Allies on Enhanced against the Soviets (hard enemy) on the second skirmish map in the list (can't remember the name now).
I was unable to capture the Soviet war factory with my engineers. Every other structure, yes, the war factory, no. When I covered my mouse above every other structure, I got the down arrow cursor, but above the war factory, nothing, white pointer cursor.
Might be something for you guys to look into.
Ach ja, before I forget, I also changed the explosion sounds to Red Alert, but when you blow a building up, it only ever makes the crumbling sound effect. Is it possible to add that big **** off explosion sound from the original game as well? I can't find it on youtube. That big echo-ey one.
Thanks!
The AI's war factories intentionally aren't capturable because they wouldn't allow you to build the units from whichever faction the AI is playing as, which is a side-effect from a work-around to allow the AI to build vehicles and ships from different factories.
Red Alert seems to play either the crumble sound or the other one at random, while TD only played a single sound for all buildings that were destroyed.
I'm considering to remove the RA Crumble Sound option and to instead have the game play all 3 sounds (TD's building explosion, RA's crumble sound and RA's big building explosion) at random.