The Dawn of the Tiberium Age is a stand-alone Tiberian Sun to Tiberian Dawn (C&C 95) and Red Alert total conversion for which we tried to capture TD's feeling as well as possible (both concerning graphics and gameplay) in classic mode, while giving the player a lot of fun new stuff and access to the RA factions when playing in enhanced mode.

Report abuse The Dawn of the Tiberium Age v1.1294
Filename
DTA-1.1294.zip
Type
Full Version
Uploader
Bittah_Commander
Date
Jul 9th, 2014
Size
301.28mb (315,919,016 bytes)
Downloads
2,376 (1 today)
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Description

This is the full version of The Dawn of the Tiberium Age v1.1292; all files necessary to play are included, so you also don't need to have the original game installed. To install the mod, simply extract all files to an empty folder and run DTA.exe to play.


Note: Instead of downloading the mod as a zip file package, you can also download the installer and let it download and install the mod for you. Mind that the installer's download speed may be slower.

Version 1.1294:
Released: Jul 07, 2014

  • Added: Password support for hosted games on CnCNet (Credits: Rampastring).
  • Changed: The "A Path Beyond" multiplayer map now has gems instead of blue tiberium, has one of the high bridges replaced with a low bridge and has different lighting (Credits: Bittah Commander).
  • Fixed: The game room is now properly locked when all player slots are filled (having another player join caused the client to crash for the host before) and the host is properly notified of this (Credits: Rampastring).
  • Fixed: "Players in the selected game:" notification now automatically scrolls down the chat (Credits: Rampastring).
  • Fixed: Ore used wrong colors on temperate maps after enabling the "Replace tiberium with ore" option.

Full Change Log

Preview Image
The Dawn of the Tiberium Age v1.1294
Post comment Comments
Popscleman
Popscleman Jul 9 2014, 9:31pm says:

Keep up the good work.......... what are your future plans for the campaign ?

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Jul 9 2014, 9:44pm replied:

Since we're currently short on staff, there aren't any concrete plans for a campaign yet.

+2 votes   reply to comment
Popscleman
Popscleman Jul 10 2014, 8:31am replied:

ic ....what a bummer....

+1 vote     reply to comment
D.E.G
D.E.G Jul 26 2014, 4:50pm says:

Why i like this mod is because it is recreating td and ra. I'm fan of ra but td is awesome too because it is more realistic than newer tiberian games in my perspective :P

+3 votes     reply to comment
that1dude0092
that1dude0092 Jul 27 2014, 6:07am replied:

C&C 3 was good, just wish it had the atmosphere that the second had, 4... lets just say it never EVER existed.

+4 votes     reply to comment
Rampastring
Rampastring Jul 27 2014, 12:49pm replied:

C&C3 indeed was good, but it could've been so much better. 4 was so terrible that it basically killed official Command & Conquer; but at least there's mods which are saving the series ;)

+4 votes     reply to comment
D.E.G
D.E.G Aug 8 2014, 7:00am replied:

Which is awesome.

+1 vote     reply to comment
D.E.G
D.E.G Aug 8 2014, 6:58am says:

It is super annoying that there is so much passworded lobbys lol

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Aug 9 2014, 8:37am replied:

It's surely not half as annoying as not knowing where you're not wanted and thus getting kicked from many of the games you join.

+4 votes   reply to comment
mastersoto3
mastersoto3 Aug 13 2014, 6:24am says:

I just wanted to advise on some minor bugs:

1) When vehicles drive over a bridge, part of the vehicle image disappears.
2) When the Chrono Tank of the Allies has been deployed and not chronoshifted to another location, I noticed that I was able to build another one, when it should only be built once until it is destroyed.

Otherwise, superb mod! I am REALLY enjoying it!

+2 votes     reply to comment
Rampastring
Rampastring Aug 13 2014, 10:10am replied:

Both are unfixable issues of the TS engine. Although I don't think the Chrono Tank issue is that bad anyway, we've kept the issue in mind while balancing the unit so it isn't that powerful.

Glad to hear that you're enjoying the mod.

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Aug 13 2014, 1:32pm replied:

It seems that it's indeed possible to own multiple Chrono Tanks that are in Chrono-shift mode at the same time; for some reason this wasn't the case the first time I coded and tested this however, so I'll have to see what I can do about this.

The only thing I can think of is to make it so that the Chrono Tank is immediately built in Chrono-shift mode (meaning that it won't be able to fire at anything until it has teleported then), so this is most likely what I'll do for the next update.

+2 votes   reply to comment
XTheGamer
XTheGamer Aug 15 2014, 2:33am says:

how do some factions in skirmish can build TS units and new ones while i just can build only TD and RA units? I can only build them in certain campaign :(

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Aug 15 2014, 12:09pm replied:

Could you be more specific about which units you're talking about?

First of all, you can select either the "Classic" or "Enhanced" game type in Skirmish; in Classic mode you can only build the original TD units and structures, while playing in the Enhanced mode will offer you many new features, including new units and structures (and of course also the RA factions).

Additionally there are several units that can only be acquired from crates and the "The Toxic Diversion" campaign also features a few units that are not available outside of that campaign.

+2 votes   reply to comment
mastersoto3
mastersoto3 Aug 18 2014, 3:50am replied:

That is something I also wanted to ask: what crate units are available? I have seen a Hover MRLS, Mammoth Artillery, Devil's Tongue Flame Tank, Disrupter and Missile Hummer. In fact, is there a units list/tech tree of the whole "Enhanced" game type on the net?

Also, if I can give a last bit of feedback. When I was kid and played TD, I had the impression that the Nod Obelisk was a real terror weapon, while here I get the feeling it's a bit weaker in terms of damage. Is it just my impression or the laser damage just as lethal?

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Aug 18 2014, 7:22pm replied:

There are 2 different kinds of Hover MLRS units you can get from a crate; one of them is the Hover MLRS from Tiberian Sun and the other one is a hovercraft.

In addition to the crate units you already mentioned, there are also the Chemical Hovercraft, Heavy Artillery and the Mobile SAM-Site.

The Obelisk of Light is exactly the same in classic mode, but in Enhanced Mode it functions a little differently. It fires a constant beam for a short amount of time and inflicts the damage gradually during this time instead of delivering all damage instantly.
The duration of the laser is still quite short however (less than a second), so it's mainly just meant to be a visual change from the classic version.

+2 votes   reply to comment
Guest
Guest Oct 3 2014, 1:31pm says:

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EchoesOfTheFuture
EchoesOfTheFuture Oct 6 2014, 6:02pm says:

It says it's 1.1292 in the description...

+2 votes     reply to comment
Rampastring
Rampastring Oct 7 2014, 11:48am replied:

Careless copy/pasting from Bittah, nothing serious. =P

+2 votes     reply to comment
EchoesOfTheFuture
EchoesOfTheFuture Oct 7 2014, 2:07pm replied:

I'm surprised nobody else noticed though lol

+2 votes     reply to comment
Guest
Guest Oct 7 2014, 1:16pm says:

This comment is currently awaiting admin approval, join now to view.

Rampastring
Rampastring Oct 7 2014, 2:48pm replied:

Which one? What is the full name of the mission, displayed when you save the game? There's 4 different ending missions for the GDI campaign, after all.

+2 votes     reply to comment
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Platform
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Release Date
Released Nov 2, 2007
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MD5 Hash
f93bb5d3d65c92b62f14977b7801c9bb
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