This is the full version of The Dawn of the Tiberium Age v4.10.8; 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.
Version 4.10.8:
Build 1.1408
Released: Apr 03, 2015
- Added: A GDI 2-mission tutorial campaign (Credits: Rampastring).
- Added: A Nod singleplayer mission: "Stealthy Inhibition" (Credits: Rampastring).
- Added: New multiplayer Co-Op maps: "Freezingly Desperate Grip" and "Second Wind" (Credits: Rampastring).
- Changed: The Soviet Flamethrower Infantry now does 30% less damage
- Changed: The price of Harvesters has been reduced from 1400 to 1000 credits in enhanced mode.
- Changed: The refinery is built 15% faster in enhanced mode.
- Changed: The client now displays icons next to player names on CnCNet to indicate with which game or mod's client they signed in with (Credits: Rampastring).
- Fixed: The AI sometimes wouldn't build a complete base (Credits: Bittah Commander).
- Fixed: Enabling Short Game will now only display the timer and explanation on Default maps; this broke King of the Hill maps before (Credits: Bittah Commander).
- Fixed: It's no longer possible for your MCV to instantly self-destruct when Short Game is enabled on any maps at all (Credits: Bittah Commander).
- Fixed: The Soviet Flamethrower Infantry did far too much collateral damage when it died.
- Fixed: AI Anti-aircraft Artilleries were able to fire without power.
- Fixed: Nod AI is no longer as likely to build Red Alert power plants (Credits: Bittah Commander).
- Fixed: The labels for GDI and Enemy casualties were reversed in the GDI single-player score screen (Credits: Bittah Commander).
- Fixed: The client will no longer crash when trying to access CnCNet if you don't have Windows Media Player installed (Credits: Rampastring).
- Fixed: The client could fail to update itself properly if you didn't have administrative privileges (Credits: Rampastring).
Sweet update guys, just a little thing I thought I'd share for an idea with a map (pretty crappy at making them myself). I've always been into city type maps, like the whole map is pretty much a city that you battle it out in. Just a suggestion, not sure if I'm the only one who likes city maps but yeah just a thought :P .
Good idea, ill try to make one sometime.....hopefully the developer makes one too.
Have you thought of making a version on the OpenRA Engine.
No, at least not yet. The Tiberian Sun engine is better for our purposes right now.
I would totally play an OpenRA version, with the standard building platform.
OpenRA would bring us some RA logics, like Iron Curtain, Chronosphere and gap generators. However, we'd also lose several things, including:
- high bridges (-> a lot of maps)
- CnCNet multiplayer (you'd need to start opening ports again unless I'm mistaken)
- the game speed slider (a must have, some online players prefer 30 FPS while others prefer 60 FPS)
- our heavily customized and fairly well performing AI
- a lot of other such features that you don't think about at first, but are actually important. We'd also have to learn the OpenRA engine and modify it a lot; OpenRA's gameplay is VERY different to TD/RA, even basic things like bullets behave very differently. OpenRA is also a moving target right now, meaning that something we've done could get broken when the core of the engine is updated. There's no such risk with TS.
All in all, right now a switch to the OpenRA engine would have more drawbacks than benefits. Especially for those who play online, which happens to include all of our active staff. If the OpenRA engine catches up to TS when it comes to essential features, we can consider a switch. But at the current pace of OpenRA's progress, that'll likely take a while.
I'm enjoying the update so far. However, I ran into a bit of a bug. While playing a skirmish on Default mode, I set up a 5 way battle against each of the factions. I defeated the Soviets and decided to save my data and finish off the others later. When I loaded my saved game, everything was seemingly fine, until I finished off another faction. The game then ended as though I had won the entire battle, even though there were 2 factions still left fighting.
I tried it again and the same thing happened. I tried a different map and played with a different faction and was able to replicate the bug. Then I decided to be a Spectator and followed the same method, which led to the same bug. What am I doing wrong?
Does it only happen if you save and load a match? Multiplayer games (including Skirmish) should end only when there's only one team remaining. So, either it's indeed a bug, or the remaining AI players in the battle were on the same team with you.
I can't replicate the bug. Are you sure that the remaining AI players weren't on the same team with you?
Yes, it only happens when I save and load a match. I'm positive that there were no AI players on the same team with me...unless there is a way to make allies with the press of a key. I sometimes press the wrong key on accident while playing and trying to use keyboard shortcuts.
After much success yesterday, I was unable to replicate the bug, at least while actually playing. It still happened while being a Spectator though. I'm relieved that it suddenly stopped happening while playing. Thanks for the help and sorry for wasting your time.
No problem. If you encounter any other issues, feel free to report them. :)
I tend to have lag later into games I play with the AI, I consider myself to have a pretty decent computer. (Especially running a low graphic game such as this) Is this just because of the amount of entities in the game at the time? It really is starting to get annoying and is making me want to play less and less. Any fixes?
On what maps are you playing and how many AIs are you playing with?
The game primarily uses your processor, so take in mind that an expensive graphics card isn't going to improve the performance much.
The more AIs you're playing with, the more load it'll put on your processor (and quite a bit more even when the Extreme AI option is enabled).
Large maps can also be intensive for your processor and especially late in the game the AI is known to have its units get stuck in some spots (because of units trying to move in opposite directions through too narrow passages), causing the AI to constantly re-calculate the paths for those units.
If the lag is caused by units that are stuck, the lag can often actually be solved by destroying these units (sometimes just dropping a nuke on them can already "free" them and thus clear up the lag).
Some processors are more likely to have lag with this engine than others and as mentioned, the map you're playing on (especially large ones) and the number of AI players can also make a difference.
So if you keep getting lag late-game, just try playing on different (smaller) maps and/or with fewer AI players (and disable Extreme AI).
Ah alright thanks!