The Dawn of the Tiberium Age is a stand-alone Tiberian Sun to Tiberian Dawn (C&C 95) and Red Alert total conversion which aims to allow people to both play and mod TD and RA, while having all of the benefits of the TS engine.
Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play; the original game is not required.

DTA's classic mode aims to mimic Tiberian Dawn's and Red Alert's gameplay as closely as possible, while the enhanced mode adds many new features and balance improvements. Since you have the factions from both TD and RA available, you're able to for example have matches between Nod and Soviet or mix it up however you like.

This mod is still actively being worked on, so you can expect frequent updates and if you find any bugs, please report them so that we can fix them as soon as possible.

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Blog RSS Feed Post news Report abuse Latest News: DTA 1.1408 Released; Latest Changes

1 comment by Rampastring on Apr 3rd, 2015

We just released DTA 1.1407. It includes various bug fixes, technical improvements, balance changes and, of course, 3 new singleplayer missions and 2 new co-op missions!



However, despite such general improvements and additions, the biggest highlight of our latest updates has been naval combat. Our 3D modeller Lin Kuei Ominae created 9 new ships, making it possible for us to entirely re-design and re-implement the naval arsenals and balance for each side. Here are the revised naval units of all sides, along with descriptions:

GDI

Gunboat: The basic combat ship of GDI, fairly expensive but effective against other naval units. It is mainly used for protecting your more fragile Missile Cruisers and Aircraft Carriers from opposing naval units and aircraft, although it can take out coastal land targets as well.

Missile Cruiser: Armed with long-range missile launchers capable of dealing high amounts of damage to any target from a distance, the Missile Cruiser is GDI's support ship. By clicking it while it's selected or by pressing "D" on your keyboard, it will do a sonar sweep that reveals all submerged and cloaked units in its vicinity. It has low hitpoints and its arcing missiles are easily dodged by moving enemy units, so to be effective it requires protection from Gunboats, especially against fast enemy ships like Nod Scarabs.

Aircraft Carrier: The capital ship of GDI fires remotely controlled drones that bombard its enemies. It has the longest range of all units in DTA, and is especially effective against enemy structures. Use it to bombard enemy bases from far away. The Aircraft Carrier is also able to deploy, allowing it to reload A-10s and build up to 5 stronger drones with infinite operating range. In addition, the Carrier works as a sensor array when deployed, making it possible for it to detect nearby enemy submarines, sea mines and deployed Laser Corvettes.

Nod

Scarab: A very fast and inexpensive boat equipped with a chaingun. While it deals notable damage against naval units, it's not very effective in direct combat and so it's best used for quick hit-and-run attacks in small groups. The Scarab is also able to fire at aircraft, so use it for defending your Laser Corvettes and Sea Shadows against those pesky Orcas and Longbows.

Laser Corvette: A fairly fast ship equipped with a laser weapon similar to that of the Obelisk of Light. It is able to defeat almost any other naval unit in direct combat if it gets close enough. As a special ability the Laser Corvette is able to deploy, enabling it to function as a sensor array and giving it stealth capabilities, which makes it ideal for setting up ambushes.

Sea Shadow: Nod's capital ship fires long-range cluster missiles that deal large amounts of damage to all targets on land. Use it to level enemy bases from distance.

Allies

Destroyer: The basic combat ship of Allies. It is fairly inexpensive and mainly used against other naval units. The short range of its cannon makes it ineffective for attacking bases, so the Destroyer is usually seen protecting the more fragile Frigates and Cruisers.

Frigate: Allies' support ship. It has medium-range missile launchers that deal mediocre damage against all targets. Its low hitpoints make it poor in direct combat, but its low cost, range and anti-air capabilities make it the perfect support ship for the Destroyer. The Frigate is able to deploy, allowing it to function as a sensor array and thus detect nearby enemy submarines, sea mines and deployed Laser Corvettes.

Cruiser: Like in Red Alert, the Cruiser has very long range and is scaringly effective against structures, especially in deployed (combat-ready) mode. Large buildings like Refineries and Construction Yards are destroyed within seconds. Due to its cost, inaccuracy, and low speed, the Cruiser is very vulnerable to opposing naval units and should be protected by Destroyers and Frigates.

Soviet

Submarine: The basic naval combat unit of the Soviet Union. Like all Soviet naval units, it travels underwater and so it cannot be detected by enemies unless it moves too close to a sensor array or sonar sweep. It can also do a sonar sweep itself to reveal enemy submarines, sea mines and deployed laser corvettes, but in doing so it will also give away its own position and that of friendly submarines that surround it. The Submarine's powerful torpedoes allow it to beat most ships in direct combat, but its low hitpoints and low range means that a group of Submarines is easily destroyed by long-range ships if exposed. The Submarine is capable of attacking land targets with a small cannon, but the cannon is weak and thus rarely useful on its own.

Missile Submarine: Equipped with long-range missile launchers, the Missile Submarine is used for attacking enemy bases, supporting basic Submarines in naval fights and for defending other submarines from aircraft. It has low health and so it's weak in direct combat and mediocre against other sides' long-range ships. Like the basic Submarine, the Missile Submarine is most effective when its stealth ability is used to perform ambushes and surprise attacks.

Project 941: A huge missile submarine. The low range of its torpedoes make it mediocre in direct combat, but what makes the Project 941 powerful are its missiles. When deployed, it fires bursts of missiles upwards to the sky, which shortly after rain upon its targets, causing massive area damage that no other unit in DTA is able to reach. Because the 941 is an experimental submarine, players can't have more than one of these on the battlefield at the same time.

Sea Mine: A slow and cheap remotely controlled floating mine. If it reaches an enemy unit, it will self-destruct, causing significant damage. The Sea Mine cannot take any damage before exploding, so a smart enemy can easily prevent their damage by using sensor arrays and sonar sweeps.


We hope you enjoy our revised naval combat as much as we enjoyed implementing it! For you to have more fun with the new ships (and everything else in the game), we went and also created 7 new default mode multiplayer maps for your entertainment.


It's also worth mentioning that when a player doesn't have a map that's selected by the game host, the map is now automatically transferred to that player, meaning you'll now be able to put the included map editor to good use.

To read the full change logs for our latest updates, visit the change log page.

See you on the battlefield, commanders! We've had decent daily online activity at CnCNet ever since we released DTA 1.13, so if you want some multiplayer action but lack friends to play with, go check it out!

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The Dawn of the Tiberium Age v1.1429

The Dawn of the Tiberium Age v1.1429

Jul 16, 2015 Full Version 6 comments

This is the full version of The Dawn of the Tiberium Age v1.1429; all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1423

The Dawn of the Tiberium Age v1.1423

Jun 20, 2015 Full Version 13 comments

This is the full version of The Dawn of the Tiberium Age v1.1423; all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1408

The Dawn of the Tiberium Age v1.1408

Apr 3, 2015 Full Version 15 comments

This is the full version of The Dawn of the Tiberium Age v1.1408; all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1396

The Dawn of the Tiberium Age v1.1396

Feb 28, 2015 Full Version 11 comments

This is the full version of The Dawn of the Tiberium Age v1.1396; all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1390

The Dawn of the Tiberium Age v1.1390

Feb 22, 2015 Full Version 12 comments

This is the full version of The Dawn of the Tiberium Age v1.1390; all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age installer

The Dawn of the Tiberium Age installer

Dec 30, 2013 Installer Tool 2 comments

This installer will automatically download and install the latest version of The Dawn of the Tiberium Age for you. Mind that depending on the servers...

Post comment Comments  (0 - 10 of 1,105)
Maddog100
Maddog100 Jul 30 2015, 1:50am says:

Since NOD is king of stealth, would it be an idea to make the Sea Shadow invisible is some sort of cloaked fire mode? In real life this ship is also very hard to detect on radar.

And when the Laser Corvette is deployed, it should remain stealthy as it is now, BUT it can fire it's weapon when an enemy ship comes in range. Than it would be the ultimate naval stealth defense unit

+1 vote     reply to comment
Rampastring Creator
Rampastring Jul 31 2015, 4:55am replied:

The Laser Corvette is able to fire when deployed. You just need to manually order it to fire. I don't think we're able to make it automatic, it's an engine limitation.

+1 vote   reply to comment
Maddog100
Maddog100 Jul 31 2015, 5:25am replied:

Ah ok, didn't knew that.

The Sea Shadow is in real life also a stealth vessel. Making this unit stealthy while moving, would that be an idea?

+1 vote     reply to comment
Rampastring Creator
Rampastring Jul 31 2015, 7:45am replied:

In its current state it would be overpowered if it was cloaked while moving. It would also make the Nod navy a bit too similar to the Soviet one (cloaked naval units).

+1 vote   reply to comment
DerxwnaKapsyla
DerxwnaKapsyla Jul 12 2015, 2:34am says:

How would one go about making custom missions for DtA? I tried doing it, but the game crashed on loading the mission (not to mention the launcher kept telling me the version I had was incompatible with the recent build, but that was likely because I modified BattleE.ini while trying to get the mission to work).

+3 votes     reply to comment
Rampastring Creator
Rampastring Jul 12 2015, 6:46pm replied:

You've got fairly far. You simply create a mission with FinalSun_DTA and then edit Battle.ini or BattleE.ini to add it to the list of missions.

For the crash issue, if you can't manage to fix it, DTA.LOG might contain some pointers. If you still can't figure it out, you could upload the map and modified Battle(E).ini somewhere so I could take a look and see what's wrong.

+1 vote   reply to comment
DerxwnaKapsyla
DerxwnaKapsyla Jul 12 2015, 7:08pm replied:

Okay so I was about to edit my last post with this but I just missed the 5 minute mark by 10 seconds, so here's the link to the mission file (which is really incomplete, I was testing it out to see if it would work) and the BattleE.ini
Mediafire.com

+1 vote     reply to comment
DerxwnaKapsyla
DerxwnaKapsyla Jul 12 2015, 7:02pm replied:

I looked over the log file, but I couldn't really figure out what the issue was unfortunately. I've uploaded the contents of the file to pastebin, and it can be found here: Pastebin.com . Unfortunately I reverted Battle(E).ini back to normal when I was fixing my install, but I basically just copied an entry already present and changed it to match what I was working on. I can probably reproduce it rather quickly though, so if it fails again on reproduction, I'll add it here.

+1 vote     reply to comment
Rampastring Creator
Rampastring Jul 13 2015, 2:02pm replied:

Okay, because ModDB's comment system sucks and it doesn't seem to like INI code in comments, I uploaded the fix as a text file to my space at CnCNet.

Rampastring.cncnet.org

+1 vote   reply to comment
DerxwnaKapsyla
DerxwnaKapsyla Jul 13 2015, 10:01pm replied:

I tried applying your fix, but it still seems to be crashing. I've recompiled the files for your viewing once more: Mediafire.com

+1 vote     reply to comment
Rampastring Creator
Rampastring Jul 14 2015, 12:09pm replied:

Strange. I removed the entry for the Yuri house BARLU and it now works for me. Fixed map:

Rampastring.cncnet.org

You shouldn't encounter more BARLU-related crashes, but if you still encounter crash issues, try to remove the rest of the BARLU entries and check if it works then. If it does, you can restore the BARLU entries one-by-one until you find the one that is causing the crashes.

+1 vote   reply to comment
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The Dawn of the Tiberium Age: ****: Look For the Dawn Dawn of the Tiberium Ages (DTA) is a Tiberian sun mod that looks to recreate the game that started it all, Tiberian Dawn. In that regard, DTA is a massive success, with the mod capturing the look, spirit and feel of the original game. It does not stop there however, as DTA takes Tiberian Dawn to the next level, including skirmish modes and online support for fans. Graphically, DTA mimics it's ancestral father perfectly, the charmingly simple…

May 20 2012, 2:15am by TheReviewer

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