Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert using the Tiberian Sun engine. The project's aim is to allow people to both play and mod TD and RA, while having all of the benefits of the TS engine.

All 4 factions (GDI, Nod, Allies, and Soviet) of the original games are included and can simultaneously battle one another on over 100 original multiplayer maps. This can be done either in classic mode (which matches the balance of TD and RA1 as closely as possible) or enhanced mode (which adds many new features and competitive balance improvements).

DTA also features dozens of challenging, unique singleplayer missions as well as co-op missions that can be easily played over the community-driven CnCNet online service.

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.

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.

Faction info:
GDI - Nod - Allies - Soviet

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It's December 1st, which of course means that DTA version 1.16 will be released today like we announced in our previous news posts.

The exact time of the release will be 6:00 PM CET / 5:00 PM UTC (GMT) / 9:00 AM PST and it can then be obtained by either downloading full mod from Mod DB as a zip-file (which can then be installed by manually extracting it into an empty folder) or by downloading the installer (which will automatically download and install the latest version of DTA for you).
Either way the mod is completely stand-alone as always, so you don't need to have any of the original games to be able to play DTA.

If you need to kill some time while waiting for the release or while mod is downloading/installing, have a read through the Change Log:

  • Added: Allied singleplayer campaign "It Came From Red Alert!" (Credits: Bittah Commander, Rampastring).
  • Added: New Co-Op missions: "The Anchoring" and "Distant Thunder" (Credits: Rampastring, Sombracier).
  • Added: Wider water natural crossings (fords) for the temperate theater (Credits: Bittah Commander).
  • Added: Long natural water crossings (fords) that connect to temperate shores (Credits: Bittah Commander).
  • Added: It's now possible to give credits to players via a map trigger (Credits: Rampastring).
  • Added: New multiplayer maps: Subterranean Bluewery, Subterranean Jewelry, Rural Idyll, Omega City, Marooned II, Downtown Warfare and Bad Neighbors (Credits: Drive, Rampastring).
  • Added: Diagonal temperate waterfall and water cave pieces (Credits: Bittah Commander).
  • Added: Multiplayer games are now automatically saved approximately every 2 minutes(Credits: dkeeton, Rampastring).
  • Added: Agricultural field tiles (Credits: Bittah Commander).
  • Added: The Spy is now available for the Allies (Credits: Bittah Commander, dkeeton).
  • Added: An option to require Alt to be held down to un-deploy units (Credits: dkeeton, Rampastring).
  • Added: An option to display a black background behind chat messages (Credits: dkeeton, Rampastring).
  • Added: Different repair ships for GDI, Nod, Allies and Soviet (Credits: Lin Kuei Ominae).
  • Added: The Soviet Ekranoplan Aircraft Carrier (Credits: Lin Kuei Ominae).
  • Added: Six variants of the civilian freighter (each carrying a different resource), the civilian tugboat and the civilian super tanker (Credits: Lin Kuei Ominae).
  • Added: You can now configure the game's hotkeys directly from the client's options menu under the "Game" tab (Credits: Rampastring).
  • Added: Tunnels for 4 angles to the "Cliffs" tile set (Credits: Bittah Commander, Nooze).
  • Added: The Tank Destroyer for Allies (Credits: Bittah Commander, Nooze).
  • Added: The Behemoth epic artillery unit for Soviet (Credits: Lin Kuei Ominae).
  • Added: You can now double-tap a team's number to center the camera on the team (Credits: dkeeton).
  • Added: You can now place a structure that's ready on the sidebar with a hotkey, Z by default (Credits: dkeeton).
  • Added: You can now repeat building the last structure you've built with hotkey, Ctrl+Z by default (Credits: dkeeton).
  • Added: The client now has a new "DTA Theme" (Credits: Bittah Commander, tomsons26).
  • Added: The DDrawCompat renderer, which appears to work well on systems where all other renderers give bad performance (Credits: Narzoul).
  • Changed: The health bar of units and structures is now displayed when you hover the mouse cursor over them (Credits: AlexB).
  • Changed: Spectators can now drag a box to select multiple units of any player and they can now also see the indicators for power, storage, passengers, ammo and so on (Credits: dkeeton).
  • Changed: When a player desynchronizes in an online game, the game will now kick that player alone, while all other players are able to continue playing (Credits: dkeeton).
  • Changed: Harvesters will now automatically move to the nearest tiberium field and start harvesting right after it leaves the war factory or after you select it and press the G key (Credits: AlexB).
  • Changed: You no longer need to hold the Alt key to set rally points for factories and you now need to hold Alt to un-deploy the aircraft carrier (Credits: AlexB).
  • Changed: The Longbow now uses a new icon (Credits: Aro).
  • Changed: On the "Trinity" multiplayer map, the west player now has a much wider passage to the island with tiberium directly to the south to prevent harvesters from getting stuck (Credits: Lin Kuei Ominae).
  • Changed: Allied gun turrets now require 50% more power and their price has been increased from 600 to 700.
  • Changed: Warrior Ant, Fire Ant and Scout Ant now have the same colors as in Red Alert (Credits: Bittah Commander).
  • Changed: Tanya now requires 2 shots to kill most infantry and her weapon range has been reduced by 15%.
  • Changed: The Soviet "Heavy APC" is now able to carry 8 passengers instead of just 5.
  • Changed: The MIG can now attack twice before having to reload.
  • Changed: The Soviet Airstrip's price has been reduced from 600 to 400.
  • Changed: The Gunboat, Frigate and Missile Cruiser missiles now do less area damage.
  • Changed: The Gunboat's missiles are no longer inaccurate.
  • Changed: The Chrono Tank is now extremely weak while in teleport mode and while it's deployed.
  • Changed: The Guard Tower's range has been increased by 25% to match that of the Pill Box.
  • Changed: The Advanced Guard Tower now does 30% less damage against infantry.
  • Changed: Cruisers now do only half as much damage against ships.
  • Changed: The Chem Warrior's rate of fire is now 14% faster.
  • Changed: The Commando and Tanya now do a lot more damage to tanks when they're elite.
  • Changed: Volkov is now able to heal on ore, tiberium and scrap metal once it becomes elite.
  • Changed: Heavy Tanks now have 5% more health and their cost was increased by 1%.
  • Changed: The Cyborg Prototype now kills infantry twice as fast with its flamethrower.
  • Changed: The SSM now fires a cluster missile instead of one of its regular missiles when it's elite (Credits: Bittah Commander).
  • Changed: The Sea Shadow now fires arcing missiles. (Credits: Bittah Commander).
  • Changed: It's no longer necessary to hold down shift to create a waypoint loop (Credits: dkeeton).
  • Changed: You can now also select in-game resolutions that go over 4K (Credits: Rampastring).
  • Removed: The Allies can no longer build Phase Tanks.
  • Removed: The Jumpjet infantry is no longer buildable.
  • Fixed: Enabling the "Build Off Ally" game option made it impossible to build in the vicinity of civilian structures and your own laser fences (Credits: AlexB).
  • Fixed: Shadows of units with turrets will no longer blink when a unit flashes (Credits: AlexB).
  • Fixed: Infantry couldn't walk over gems (Credits: AlexB).
  • Fixed: Vehicles will no longer automatically fire at barrels (Credits: AlexB, dkeeton).
  • Fixed: A graphical glitch on the "Northern Lights" multiplayer map (Credits: Bittah Commander).
  • Fixed: Units were able to climb onto or off of a bridge's sides on the "Desert Storm" and "Freezingly Desperate Grip" multiplayer maps.
  • Fixed: Aircraft reinforcements that were carrying passengers would only spawn without ammo; even if they had a weapon with infinite ammo (Credits: dkeeton).
  • Fixed: The Sea Shadow didn't require a Research Lab to be built.
  • Fixed: You weren't able to produce Allied tanks in the "Lesson in Blood" Co-Op mission (Credits: Bittah Commander).
  • Fixed: You will no longer see harvesters floating on water in the 5th "Creeping Destruction" mission (Credits: Bittah Commander).
  • Fixed: The AI tried to attack tiberium trees and ore mines in certain singleplayer missions (Credits: Bittah Commander).
  • Fixed: The GDI/Nod Service Depot glowed on dark maps (Credits: Bittah Commander).
  • Fixed: FinalSun now properly sets the selected player house when creating a new singleplayer map (Credits: Bittah Commander).
  • Fixed: Harvesters were unable to automatically move to and from the blue tiberium on the "Dust Devils" multiplayer map (Credits: Bittah Commander).
  • Fixed: The transition between client menus is now smoother (Credits: Rampastring).
  • Fixed: CnCNet multiplayer games weren't saved properly if you were disconnected from the CnCNet network during the game (Credits: Rampastring).
  • Fixed: Multiple crash bugs in the LAN lobby (Credits: Rampastring).
  • Fixed: Saved LAN games couldn't be loaded (Credits: Rampastring).
  • Fixed: You can now queue up to 3 A-10s instead of only 2 (Credits: Rampastring).

Also, since it's apparently that time of the year again, please consider giving us a vote for MOTY (remember that you can vote for as many mods as you like).

See you on the battlefield.

DTA 1.16 Game Engine and Client Improvements

DTA 1.16 Game Engine and Client Improvements

News 7 comments

Alongside new content and gameplay changes, DTA 1.16 also includes several improvements to the game engine and client.

DTA 1.16 Gameplay Changes

DTA 1.16 Gameplay Changes

News 14 comments

DTA version 1.16's release on December 1st will come with a large number of gameplay changes, of which I'll cover the most notable ones here.

DTA 1.16 Release Date

DTA 1.16 Release Date

News 7 comments

DTA 1.16 will be released on December 1st. Expect to see a lot more updates within the next 3 weeks!

Post DTA 1.15 progress and a peek at a few things to come

Post DTA 1.15 progress and a peek at a few things to come

News 20 comments

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...

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Dawn of the Tiberium Age v1.169

Dawn of the Tiberium Age v1.169

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This is the full version of Dawn of the Tiberium Age v1.169: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age Installer

Dawn of the Tiberium Age Installer

Full Version 3 comments

This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).

Dawn of the Tiberium Age v1.168m

Dawn of the Tiberium Age v1.168m

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This is the full version of Dawn of the Tiberium Age v1.168m: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.167

Dawn of the Tiberium Age v1.167

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This is the full version of Dawn of the Tiberium Age v1.167: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1669

Dawn of the Tiberium Age v1.1669

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This is the full version of Dawn of the Tiberium Age v1.1669: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.1662

Dawn of the Tiberium Age v1.1662

Full Version 27 comments

This is the full version of Dawn of the Tiberium Age v1.1662: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 1,628)

This mod begin my journey with mods. Thank you developers :)

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Very nice mod!!!!!!!!!!!!!

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How did you make the coop missions? I wish to convert the regular tiberian sun campaign into coop

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Rampastring Creator

There's not much special in them, aside from that you place objects under the SpawnX houses instead of GDI/Nod/etc, and make most triggers owned by Neutral. You can open the coop maps with DTA's included map editor and take a look at them.

However, while coop maps support most of the functionality that singleplayer missions utilize, there are some limitations, such as actions done in one mission being impossible to take into account in another mission. Those could make converting the whole TS campaign difficult, although still doable if you re-design the parts of the campaign that get hit by the limitations.

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I got it working, but it's as you said very difficult, even the first mission takes up alot of time to get working. i'll try my best to see if i might get a few missions working.

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I was wondering if kills from GDI aircraft carriers count, as I was trying to get them promoted and couldn't and at the post game stats the enemy had over 5000 losses but I only had 2000 score.
is it possible to get them promoted?

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Rampastring Creator

Sounds like it's not possible.

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Ive been playing the enhanced soviet campaign and I must say I absolutely love it. In the future can you guys make more enhanced campaigns? Especially in the Interwar period. With maybe the Allies and their first engagements with Nod

Speaking of the Soviet campaign, where exactly does it take place?
My best guess is in Southern Russia/Kazakhstan at the Caspian sea

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Rampastring Creator

Glad to hear that you're enjoying the campaign. There are plans for more campaigns, but we can't speak on how quickly they'll be ready.

For Creeping Destruction, I was mostly thinking of Northern Africa and the Mediterranean Sea when making the campaign, although I haven't officially "defined" where it takes place.

Back when the campaign was released, I said in the news post that it takes place near / in a Soviet colony (in an unspecified region). Because it's a colony, their armies weren't wiped out with the defeat of the Soviet Union itself. There's also a lot of Nod activity in the area, and it's a desert setting. Combined with the "colony" idea and that TD's Nod campaign takes entirely place in Africa (meaning Nod has a strong presence in Africa), it seemed most logical to think of North African deserts, with the temperate island missions taking place on fictional Mediterranean islands.

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I hadnt considered it being a colony. I always assumed the Allies gave the Soviets the WW1 german treatment and forced em to give up all of their colonial territories

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Rampastring Creator

It hasn't really been defined what the Allies precisely did to the Soviet Union, aside from fusioning their forces into GDI. In the campaign, the Soviet splinter faction / colony that you control is allied with GDI, so you could think of it as a mostly "given up" colony that is autonomous but still utilizing Soviet equipment.

Admittedly we haven't really focused too much on the story in DTA, partially because Westwood's existing story material isn't really well thought out either, and also because it's hard to actually tell a story well with the TS engine when you don't have the budget for making in-game videos. So, even if we actually wrote the greatest story ever, we couldn't present the story to the players in an interesting and meaningful way. Thus, I've left some freedom for the players to interpret things as they like and fill the gaps with their imagination.

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I could definitely see it as a former soviet North African nation that was once a Soviet Colony. Maybe something like Libya only with way more Russians.

From what I can determine, in the Tiberium timeline, WW2 had claimed so many lives and a great deal of horrible atrocities were committed by the Soviet Union (the Greece incident comes to mind) that the Allies forcibly disbanded the USSR as part of their surrender. Rather than in the Red Alert timeline where they merely created a puppet regime when the war ended.

I do like your approach to the story, Less is more, maybe you can link a new campaign to the Soviet one?

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Rampastring Creator

It'd be kinda hard to make a campaign that continues the story. New campaigns or missions that reference the campaign aren't ruled out, though.

Reply Good karma+1 vote

An example would be like, make some Allied prequel missions that lead up to the beginning of the Soviet campaign.

Maybe some of the Allies top labs are being raided in Germany for advanced technology sometime in the 60s or 70s and investigating them finds Albert Einstein dead and his prism and mirage technologies stolen

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Highest Rated (12 agree) 9/10

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 by TheReviewer

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