Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1; the game is also often unofficially called Command & Conquer 64 for the Nintendo 64 port) is a 1995 real-time strategy video game produced by Westwood Studios for MS-DOS and released internationally by Virgin Interactive. It was the first of twelve games to date to be released under the title Command & Conquer; six subsequent titles having since continued the story set as sequels with one acting as a prequel, along with the production of several spin-off games. Met with universal acclaim by consumers and critics, Command & Conquer was released for seven separate platforms along with becoming the initiator of the Command & Conquer franchise, and today generally is considered as the title which originally defined and popularized the modern real-time strategy genre.

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Several updates have been released since the release of version 1.15 of DTA and we're still going strong.
Out of the large number of additions, changes and fixes, some of the most notable ones follow below.

The temperate TD/RA civilian structures were remade in higher quality by Nooze. The original versions of these structures still exist as well however, so it's up to the mappers to choose which structures they want to use.

Light posts also have a new image that was made by Lin Kuei Ominae and unlike with the civilian structures, the new image for the light posts does entirely replace the old one on all of the existing maps. And in case you're a mapper: you can no longer find the alpha light post among the structures, but it's a terrain object now instead.
This not only improves the game's performance when there's a lot of them, but just like with trees, it also allows infantry to stand on the same cell.

The Jump Jet infantry was given a new sidebar icon, made by Aro.

While the aircraft carrier has always been an interesting unit in many ways, its ability to deploy and build cheap controllable drones ended up feeling like nothing more than a gimmick. The TS engine unfortunately doesn't offer much space to improve upon this, so in the end we decided that scrapping this feature would be for the best. To compensate, the aircraft carrier was instead made able to produce all regular GDI aircraft when it's deployed, which is actually a lot more useful in comparison.

The client used to crash on systems with certain systems with non-western writing languages. This was fixed in the last update.

We have a new multiplayer map as well: Counterpoise by Rampastring.

And while we're on the subject of maps, thanks to cybermind it's now possible to do 127 undo/redo actions in the map editor.

Volkov was given a new voice set. While this didn't seem to bother anyone (or if it did, nobody brought it up), Volkov has used a voice set that actually belongs to Stavros; a Greek general of the Allies. And considering that Volkov is supposed to be Russian, his accent didn't make a whole lot of sense.
Volkov actually just uses the exact same voice as all other infantry in Red Alert Counterstrike and Aftermath and that might actually be even worse. So instead of that he has now been given the deep voice that was previously solely given to the M.A.D. Tank in DTA (while the M.A.D. Tank now instead shares Mammoth Tank's voice so that Volkov's voice remains exclusive for him alone).



Nod AI players will now also build a few power plants with the tiberium fuel upgrade, which makes them less likely to run out of power.

Interior tiles have had some additions since the release of version 1.15 of DTA as well. Aside from things like stripes and arrows that make it possible to create maps that are very similar to Red Alert's interior maps, there have also been some additions to make the interior terrain a lot more versitile than the original version in Red Alert.


An isometric version of concrete floor tiles was added as well, which can easily be combined with any kind of other terrain.


And that should cover the most interesting bits.

With that out of the way, here's a quick peek at few things to look forward to:

Dkeeton provided a hack that will allow spectators to drag a box to select units of multiple players and AlexB provided a hack that will show a unit or structure's health bar when you hover the mouse cursor over it, just like in Red Alert 2.

Meanwhile I (Bittah Commander) am collaborating with Rampastring to remake a certain 4-mission campaign.

Stay tuned.

Release 20161015

Release 20161015

News 3 comments

Today we are happy to announce the latest stable release of OpenRA!

Dawn of the Tiberium Age Version 1.15 Released!

Dawn of the Tiberium Age Version 1.15 Released!

News 12 comments

After over half a year of intense development, it's finally here! Join us on the battlefield, commanders!

Playtest 20160904

Playtest 20160904

News 14 comments

Today we’re happy to finally announce the first release candidate for our next OpenRA release. The new playtest contains over 1200 commits by 38 authors...

DTA 1.15 Preview & Release Date

DTA 1.15 Preview & Release Date

News 15 comments

A few weeks remain until DTA 1.15's release, so have a look at some of the things you can expect.

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C&C Tiberian Dawn GameFront Archive

C&C Tiberian Dawn GameFront Archive

Other

Collection of fan-made mods, maps and tools for Command & Conquer (Tiberian Dawn) from the old GameFront.

Dawn of the Tiberium Age v1.1579

Dawn of the Tiberium Age v1.1579

Full Version 19 comments

This is the full version of Dawn of the Tiberium Age v1.1579: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1574

Dawn of the Tiberium Age v1.1574

Full Version 7 comments

This is the full version of Dawn of the Tiberium Age v1.1574: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1562

Dawn of the Tiberium Age v1.1562

Full Version 2 comments

This is the full version of Dawn of the Tiberium Age v1.1562: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1560

Dawn of the Tiberium Age v1.1560

Full Version

This is the full version of Dawn of the Tiberium Age v1.1560: all files necessary to play are included, so you also don't need to have the original game...

Command & Conquer 64 OST

Command & Conquer 64 OST

Music

This is the full soundtrack included in the Nintendo 64 Port of Command & Conquer Tiberian Dawn (AKA C&C95;/C&C Gold) Credit goes to Frank Klepacki, Westwood...

Comments  (0 - 10 of 59)
renefrijhoff5
renefrijhoff5

It would be nice to have a slower scrolling speed as it's currently way too fast. So when I found this patch, I tried it out. Well I do have a slower scroll speed, but thats about it. It completely messes up the graphics when scrolling (doesn't matter which resolution, although the bigger the resolution, the bigger the mess). So I have to revert to the unpatched version.

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Nyerguds
Nyerguds

You know, I'd see this kind of comments much faster if you'd reply to the actual article instead of the general comments on the C&C game.
As for your bug...
1. Read the patch FAQ. I explain these things in there.
2. It's caused by the missions being smaller than your game resolution, so there's not a lot I can do about that. Increasing the game resolution doesn't magically make missions bigger, hmm?
3. It keeps baffling me how people manage to exit the game to complain about this bug, without noticing that the simple act of opening the ingame menu, which is a necessary step to exit the game, FIXES THE ISSUE.

I'll go ahead and add a #4 here. The graphic messup is a purely cosmetic thing, which in no way prevents you from playing on and finishing the mission.

Oh, and maybe I can squeeze in a #5? Sure, why not. Here we go: playing on the original game resolution ALSO completely fixes this issue. And the patch allows completely free resolution control, if you just bother to open the configuration tool.

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TAK02
TAK02

I don't know wether it's a glitch or not: At the bigining of every skirmish, AI strikes with all starting units. When I look around the whole map, I never find the AIs base, which I doubt exists. Worse, I can't change the starting cash (5000).

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Nyerguds
Nyerguds

Skirmish in the C&C95 v1.06 patch doesn't include bases. More info about that can be found in the patch readme file, and on the moddb page of the patch.

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TAK02
TAK02

Thanks for the illumination. Now I know I have to build up defences asap.

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Nyerguds
Nyerguds

A fun way to play Skirmish is to use Capture the Flag mode, and do surgical strikes against the mobile headquarters of the AI armies :)

It's a pity the "timed hunt" logic used in the multiplayer AI doesn't adapt to the number of units it has though. It'd be much nicer if they didn't all rush at once after a while. The logic was meant to just give a steady stream of enemies.

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ripamoramee1
ripamoramee1

Odd yellow stuff? That's detailing.

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Nyerguds
Nyerguds

You know, comments (even snarky ones) related to my news article are better put in the comments OF the article, rather than here in the place which is meant for general comments about the game...

And no, it wasn't detailing, since only one frame of the 32-frame rotation sequence had it :p

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MadWolf
MadWolf

hi
command and conquer ultimate edition has been released the command and conquer and The Covert Operations has 225 MB of .VQA files i think you can delete all the .VQA

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Nyerguds
Nyerguds

I made a cleanup script for that stuff. It's included in the unofficial 1.06 patch ;)

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Command & Conquer
Platforms
Windows, Mac, DOS, N64
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Westwood Studios
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Electronic Arts
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Westwood 2D
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Good times, good times...

Oct 9 2010 by zwedizhfizh

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War
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Command & Conquer
Command & Conquer Real Time Strategy
C&C: Tiberian Sun
C&C: Tiberian Sun Real Time Strategy
C&C3: Tiberium Wars
C&C3: Tiberium Wars Real Time Strategy
C&C4: Tiberian Twilight
C&C4: Tiberian Twilight Real Time Tactics
C&C: Tiberium Alliances
C&C: Tiberium Alliances Real Time Strategy
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C&C: The Covert Operations
C&C: The Covert Operations Real Time Strategy
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