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. The TD and RA factions are all at your disposal, so 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.

Faction info:
GDI - Nod - Allies - Soviet


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We've jump-started the new year this month with 3 updates for DTA. We've included new features, gameplay fixes, additional maps and new toys for mappers.

Over the last 2 years we've got multiple requests for LAN multiplayer support. Thanks to CnCNet's great performance I didn't consider it important enough, but a group of donators managed to convince me otherwise and so, this often-requested feature has now been implemented. Since it was implemented only recently and it's difficult to test LAN alone, it works but is still in a somewhat beta state. So, if you spot any bugs, be sure to report them so I'll be able to fix them!

Our client's looks have also got an overhaul in the latest update, in all themes. We've ditched the standard Windows borders to make room for our own, in all windows except for the game lobby. The default theme only has a 1-pixel silver border in all windows, but the change is more significant in the Classic theme and the Soviet and Allied themes. You can enable these themes in the game options menu.

Soviet Theme Showcase Allied Theme Showcase


Classic Theme Showcase


If you've played DTA, you might've got annoyed by a certain bug. Units that automatically fired at enemies went to chase after those enemies when the enemies got out of the units' firing range. It was common to see your artillery heading into the enemy base because of this bug, even when you didn't order them to do so. This bug has been plaguing the TS engine for 16 years, but thanks to AlexB, it is now fixed. You can now rely on your long-range units staying where you ordered them to stay.

We've also fixed another bug of less importance, namely that if you capture all sides' production facilities on a naval map, DTA would crash. This is because the game engine cannot handle more than 75 icons on the sidebar, and would crash when the limit was exceeded. Now, instead of crashing, the game simply won't show more than 75 icons. This means that you can now safely have control of all 4 factions' technology on naval maps.

City scenery

I mentioned new toys for mappers. These are paved roads, pavement additions, new trains, a huge crater and more ice floes. Of these, the most significant are the pavement additions and new paved roads; as you can see above, they allow us to create much better looking cities.

And there can't be a chain of DTA update without new maps, right? During this month we've added one new Co-Op mission (Ally Under Siege) and one new standard multiplayer map (Coastal Path Revisited).

Ally Under Siege

Coastal Path Revisited

Aside from that, we've improved the smoothness of the CnCNet lobby and fixed half a dozen issues in maps, some of them more serious than others. You can view the full change log of our updates (the latest 3 and everything before them) on our change log page.
You can download the latest version from our download page if you don't already have DTA installed; if you do have it installed, the client will automatically download and install the latest update for you.

We hope these updates will give you lots of fun when you command and conquer the battlefield this year. See you there!

DTA Reaches ModDB 2015 Top 100

DTA Reaches ModDB 2015 Top 100

News 3 comments

This is the second time we've reached the Top 100. Thanks for voting!

Dawn of the Tiberium Age mission playthough videos

Dawn of the Tiberium Age mission playthough videos

News 0 comments

It sort of became a tradition for DTA trailer videos to be posted annually, but this year we decided to do something different and instead made a few...

DTA 2015

DTA 2015

News 3 comments

The Dawn of the Tiberium Age has seen a good number of additions and improvements this year and we're still going strong!

DTA 1.1454/1.1462 changes and Chrono Hazard playthrough video

DTA 1.1454/1.1462 changes and Chrono Hazard playthrough video

News 7 comments

This past month we released two updates with a good number of additions, changes and fixes.

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The Dawn of the Tiberium Age v1.1495

The Dawn of the Tiberium Age v1.1495

Full Version 5 comments

This is the full version of The Dawn of the Tiberium Age v1.1495: all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1486

The Dawn of the Tiberium Age v1.1486

Full Version 21 comments

This is the full version of The Dawn of the Tiberium Age v1.1486: all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1480

The Dawn of the Tiberium Age v1.1480

Full Version 9 comments

This is the full version of The Dawn of the Tiberium Age v1.1480: all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1476

The Dawn of the Tiberium Age v1.1476

Full Version 0 comments

This is the full version of The Dawn of the Tiberium Age v1.1476: all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1468

The Dawn of the Tiberium Age v1.1468

Full Version 2 comments

This is the full version of The Dawn of the Tiberium Age v1.1468: all files necessary to play are included, so you also don't need to have the original...

The Dawn of the Tiberium Age v1.1462

The Dawn of the Tiberium Age v1.1462

Full Version 24 comments

This is the full version of The Dawn of the Tiberium Age v1.1462: all files necessary to play are included, so you also don't need to have the original...

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ThatWasLeftHanded
ThatWasLeftHanded

I've got a present for ya!

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DarkRavenBest
DarkRavenBest

Why i can't build soviet tesla trooper in enhanced mod after update?
And why if we have factions from RA in game, harvestrs of tiberium factions change to RA harvesters? And i can't build superweapons, even if they are enabled?

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Bittah_Commander Creator
Bittah_Commander

The latest update changed nothing concerning the Tesla trooper, so it should still be buildable. Are you sure you've built a tech center and are playing on tech level 7?

It's necessary for harvesters to change their image depending on the faction you're playing as because of a game limitation (you basically can't have more than 1 harvester image without issues).

If you can't build super weapons while they're enabled, you're most likely not playing on tech level 7.

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DarkRavenBest
DarkRavenBest

Damnation. It's my fault. I've missed it. I've thought that 6 level is max. Thank you.

What kind of issuses two harvester sprites may cause? But in some modes on TS, i saw two different harvesters.

Why sovient hind now with Alies forces? Maybe would be better add new aircraft unit and left for soviet this helicopter?

And why nuclear missle so weak?

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DarkRavenBest
DarkRavenBest

Damn, i've made a mistake again. In another mod hind with alies forces. Why hind just removed from soviet forces?

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Rampastring Creator
Rampastring

The Hind has been removed for two reasons:

1) We don't have graphics for it (we can't use original aircraft graphics from TD/RA, they must be made from scratch)
2) Soviet already has planes that do the job.

As for harvesters, the game supports only one unloading harvester image. If we had different harvesters for GDI/Nod and Allies/Soviet, the different harvesters would look the same while unloading in a refinery, which would look very bad.

The Nuclear missile's damage is fairly faithful to the damage it dealt in TD and RA. You can blow up a single important building (Refinery, War Factory, Construction Yard) with it if the building is already slightly damaged or your opponent doesn't repair it (the flames will destroy the building unless it's repaired). It's not a "superweapon" like in RA2, but a more tactical weapon that fits well into DTA's gameplay.

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vchufanov
vchufanov

good evening please tell me why I have not started the map editor?

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Bittah_Commander Creator
Bittah_Commander

Try opening the "Map Editor" folder and deleting FinalSun.ini. Then start the client (DTA.exe), go to Extras and then click Map Editor. See if it runs properly now and if so, you should be able to run it without the client as well afterwards.

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X005
X005

How can I make a map without a starting MCV ?

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Bittah_Commander Creator
Bittah_Commander

Do you mean you want to make it into a survivor map? To do so, just open the map with a text editor and then under [Basic], replace "GameMode=Custom Map" with "GameMode=Survivor".

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Highest Rated (11 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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