Dark experiments have permanently altered time. Or have they? Now, Soviet tanks crush city after city while Allied cruisers shell bases. Spies lurk, land mines wait, and strange new technologies aid both sides in their struggle for ultimate control. Einstein was a brilliant mind, but he did not comprehend the consequences of his actions until it was too late... Command & Conquer: Red alert gives you the opportunity to be more devious, cunning and ruthless than ever before. Easy to play and highly addictive, Red alert puts the fate of the world in your hands!

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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 2 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 8 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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Dawn of the Tiberium Age v1.1579

Dawn of the Tiberium Age v1.1579

Full Version 2 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 3 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...

Dawn of the Tiberium Age v1.1555

Dawn of the Tiberium Age v1.1555

Full Version 12 comments

This is the full version of Dawn of the Tiberium Age v1.1555: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1550

Dawn of the Tiberium Age v1.1550

Full Version 2 comments

This is the full version of Dawn of the Tiberium Age v1.1550: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 64)
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Scarlat.
Scarlat.

Good times. :3

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-SayTo_Yuki-
-SayTo_Yuki-

Ouch..... I miss westwood......

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Zerran
Zerran

Only had this game on the first playstation aww....what a wonderfull game (still is) and the first RTS game i played!

Reply Good karma Bad karma+4 votes
asif_ridwan
asif_ridwan

(buried)

Why was this not made by EA?


Reply Good karma Bad karma-17 votes
Gandbon
Gandbon

this was before ea owned westwood GO BACK TO C&C4!

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theshed
theshed

EA made this game freeware so how come its not free for PS3 on the PlayStation store?

Reply Good karma Bad karma+5 votes
APB_ICE
APB_ICE

New question: Civilian buildings have snow-covered versions for winter theatre.

Is it possible to add snow-covered versions for the other buildings?

I made a snow barracks (barr.sno), and I put it in a snow.mix file, but it doesn't show ingame.
Is it hardcoded or something?

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Milanium
Milanium

I am not sure, but you can try Open-ra.org just put your barr.sno in the mods/ra/bits folder.

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APB_ICE
APB_ICE

Please disregard my previous post.

About 2 weeks ago I figured out how to use XCC Mixer to make all types of SHPs.

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C&C: Red Alert
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Windows, DOS, PS3, PS1, PSP
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Westwood Studios
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Virgin Interactive
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Highest Rated (7 agree) 10/10

Love RA1! You can tell that the best of the best was put in for this game, despite its graphics compared to now. Then they were very good, plus the cmapaign had a great storyline no matter what, with that great question of "what if..."

Nov 22 2010 by NoblePhoenix8310

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