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 especially 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 when playing as GDI, Nod, Allies or Soviet in enhanced mode.

These are the changes that were made in the latest versions of DTA and the credits for whoever contributed.

Posted by Bittah_Commander on Nov 27th, 2013
Basic Other.

Version 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).

Version 1.1396:
Released: Feb 28, 2015

  • Added: Enabling the Short Game option will now display a timer and text to indicate exactly from what point on not owning any structures will cause your units to self-destruct (Credits: Bittah Commander).
  • Changed: The Aircraft Carrier's price has been increased from 2000 to 2400.
  • Changed: Map details of "Forest of Fear" were improved (Credits: Lin Kuei Ominae).
  • Changed: Volkov is weaker in classic mode (he's now comparable to GDI's Commando).
  • Changed: You can now open links in the CnCNet (game) lobby by double-clicking on them (Credits: Rampastring).
  • Fixed: AI A-10 Warthogs that landed outside of the visible map area can no longer prevent the game from ending if Short Game isn't enabled (Credits: Bittah Commander).
  • Fixed: Ships were unable to pass under the tunnels on "Archipelago" and infantry were unable to to enter the hovercraft at starting location 3 (Credits: Bittah Commander).
  • Fixed: The Soviet Flame Thrower Infantry had no spread damage, which made it unable to damage moving targets.
  • Fixed: The wsock32.dll file has been removed and this now makes it possible to run DTA on Windows 10.
  • Fixed: Playing on "Hollow Grave" with "Short Game" enabled would cause the MCVs of all players to instantly self-destruct at the start.
  • Fixed: AI MCVs now automatically move away from obstructions (such as crates) at the start of a game if necessary to deploy (Credits: Bittah Commander).
  • Fixed: All AI players spammed the Hover MLRS on the Default and Co-Op versions of "The Experiment Lab" (Credits: Bittah Commander).
  • Fixed: The AI didn't build naval yards on "Island Raiders" (Credits: Bittah Commander).
  • Fixed: The center cliffs on the King of the Hill version of "Tower of Power" were passable.

Version 1.1390:
Released: Feb 22, 2015

  • Changed: The different client windows (main, CnCNet lobby, game lobby and personal message) now use different icons (Credits: Bittah Commander, Rampastring).
  • Fixed: A ruined silo overlapped with a ruined war factory on "Black Forest", caused the game to crash when it was destroyed.
  • Fixed: The "No Baddy Crates" option caused the game to crash as soon as you picked up a crate.
  • Fixed: The client now attempts to directly connect to the server's IP address if it can't connect to CnCNet via the hostname (Credits: Rampastring).

Version 1.1388:
Released: Feb 21, 2015

  • Added: 9 new ships (Credits: Lin Kuei Ominae).
  • Added: New game options "Auto MCV Deploy", "No Baddy Crates", "Crew Survivors", "Scrap Debris", "Silos Needed", "Turbo Vehicles" and "Disable Ships" (Credits: Bittah Commander, FunkyFr3sh).
  • Added: New high-res icons for the client and the game (Credits: Bittah Commander, tomsons26).
  • Added: New multiplayer Default maps "Arctic Disaster", "Coastal Battle", "Island Tactics", "Naval Rampage", "Turfed Islands", "Deceptive Wonderland" and "Archipelago" (Credits: Drive, Lin Kuei Ominae, Rampastring, stormrider).
  • Added: Custom maps are now automatically transfered in online games (Credits: Iran, Rampastring).
  • Changed: Units will no longer automatically fire at harvesters when the "Immune Harvesters" option is enabled and Harvesters will then also reveal much less shroud.
  • Changed: The Shock Trooper's price has been halved in enhanced mode.
  • Changed: The Soviet flamethrower infantry now does less damage against structures, light vehicles and infantry.
  • Changed: The Construction Yards now reveal more shroud in enhanced mode.
  • Changed: Light Infantry now reveal more shroud on "Perilous Island" and "Icy Floes".
  • Changed: Everything related to naval combat has been completely re-balanced (Credits: Bittah Commander, Lin Kuei Ominae, Rampastring).
  • Changed: It's now possible to build on the rough ground of Forest Fires.
  • Changed: The Termite, Chrono Tank and Mobile Sensor Array are now able to deploy anywhere they can move (meaning even on top of tiberium, bridges and so on).
  • Changed: The Map Editor can now be accessed directly from the main menu (Credits: Bittah Commander).
  • Changed: The Jumpjet Infantry now reveals only a single cell of shroud (used to be 6 cells).
  • Changed: The Chinook and the A-10 Warthog can no longer reveal shroud.
  • Changed: The M.A.D. Tank no longer self-destructs, but it keeps dealing damage over time.
  • Changed: The Soviet SAM-Site's damage and rate of fire has been reduced in classic mode.
  • Changed: The damage of Flak Cannons (both the structure and unit) has been halved.
  • Changed: The Advanced Guard Tower does 20% more damage against aircraft.
  • Changed: The Apache's price has been reduced from 1200 to 1000 credits and does a lot more damage against ships in enhanced mode.
  • Changed: The Longbow's hitpoints have been reduced and in enhanced mode it has more ammo and had its price raised from 1200 to 1350 credits.
  • Changed: The Soviet Runway has fewer hitpoints in Enhanced mode.
  • Fixed: The "Disable Super Weapons" option didn't prevent the AI from using the Ion Cannon in classic mode.
  • Fixed: Allies and Soviet were unable to build an MCV in Classic mode.
  • Fixed: The Co-Op versions of "Tunnel Train-ing" and "Radial Range" no longer crash with multiple human players present (Credits: Rampastring).
  • Fixed: The game was unable to recognize some mouse devices and would then disallow you from playing (Credits: FunkyFr3sh).
  • Fixed: Harvesters can no longer get stuck on the cliffs above starting location 7 of Forest Fires.
  • Fixed: It's no longer possible for units to crush walls and then get stuck on top of cliffs on "Perilous Islands".
  • Fixed: Blue tiberium that gets replaced by gems when the "Replace Tiberium With Ore" option is enabled can no longer explode and cause a chain-reaction.
  • Fixed: It now is less likely for the AI to build another faction's power plant (Credits: Bittah Commander).
  • Fixed: Allies and Soviet couldn't get Hunter Seekers from crates.
  • Fixed: Different waypoint sets now have different colors.

Version 1.1356:
Released: Dec 31, 2014

  • Changed: The MIG's missiles now do damage to adjacent cells, which improves damage against moving targets.
  • Changed: The Obelisk now deals its damage instantly in Enhanced mode.
  • Changed: The Sea Shadow weapon's area damage no longer damages ships.
  • Changed: The Termite now fires a constant laser and does about 15% more damage over time.
  • Changed: Volkov now has 17% (1 cell) longer weapon range.
  • Fixed: Nod was unable to build the Bazooka infantry in classic mode.
  • Fixed: Allies were able to build two different APCs in classic mode.
  • Fixed: The Allied Anti-aircraft Artillery didn't get disabled when power was low.
  • Fixed: The AI's Ion Cannon Uplink upgrade often wasn't properly visible (Credits: Bittah Commander).
  • Fixed: Enabling the "Turtling AI" game option caused trains and other civilian units to not move.
  • Fixed: The Obelisk only had a charging sound and no firing sound in classic mode.
  • Removed: GDI no longer has the "Field Repair" super weapon.
  • Removed: GDI can no longer build M.A.D. Tanks.

Version 1.1348:
Released: Dec 23, 2014

  • Changed: The Mobile Flak Cannon now has shorter range against ground targets, it fires at them slower and requires a Radar Dome to be built.
  • Fixed: The Phase Tank is no longer available in classic mode.
  • Fixed: The Chrono Tank can be built in classic mode again and its weapon has also been replaced with missiles there.
  • Fixed: The Demolition Truck costs 2400 credits in classic mode again.
  • Fixed: You will no longer see an unbuildable GDI/Nod Power Plant on the sidebar when playing as Allies or Soviet in classic mode.
  • Fixed: Allies and Soviet can build ore miners in classic mode again.
  • Fixed: Allies and Soviet used to start with a Tiberian Dawn MCV in classic mode.
  • Fixed: Allies and Soviet were unable to build an APC and a Repair Facility in classic mode.
  • Fixed: Allies and Soviet were able to build the Tiberian Dawn Minigunner and Bazooka, in addition to the Red Alert versions.
  • Fixed: On rare occasions the user interface would be disabled after logging onto CnCNet and would require you to restart the client (Credits: Rampastring).

Version 1.1345:
Released: Dec 20, 2014

  • Added: The Red Alert refinery now has smoke coming from its chimneys (Credits: Lin Kuei Ominae).
  • Added: Soviet can now build dogs (Credits: Bittah Commander).
  • Added: The skirmish and CnCNet game lobbies can now display map previews generated by the map editor (Credits: Iran, Rampastring).
  • Added: The Skirmish and CnCNet game lobbies now display descriptions when you hover the mouse cursor over the game options (Credits: Rampastring).
  • Added: The naval yard and sub pen now have animated water around the edges (Credits: Bittah Commander).
  • Changed: Meteors that fall when the "Stormy Weather" option is enabled will no longer spawn tiberium and the storms are 10% less frequent (Credits: Bittah Commander).
  • Changed: Soviet now only requires a power plant to build an airstrip, while the MIG also requires a radar dome to be built.
  • Changed: The Flak Hovercraft has been replaced with the Mobile Flak Cannon for the Allied faction (Credits: Bittah Commander).
  • Changed: You can select Allies and Soviet in classic mode again (Credits: Bittah Commander).
  • Changed: The Tesla Tank now is weaker, cheaper, no longer has a build limit and only requires a Radar Dome to be built. All missions affected by this have been edited to compensate (Credits: Bittah Commander, Rampastring).
  • Changed: To make it easier to beat "It Came from DTA" in Skirmish, AI allies are now able to deploy their MCVs on this Co-Op map.
  • Fixed: Ore spawned from the refinery in the "Freezing Offensive" Co-Op map will no longer grow or harm infantry.
  • Fixed: The Chrono Tank could be built from the naval yard, after which it would be unable to deploy to go into combat mode.
  • Fixed: Saved games wouldn't always display or load properly from the main menu (Credits: Rampastring).

Version 1.1332:
Released: Dec 09, 2014

  • Added: New multiplayer Default map: Icy Floes (Credits: Rampastring).
  • Added: New multiplayer Co-Op map: "Freezing Offensive" (Credits: Rampastring).
  • Added: Extra craters from TD and RA have been added to increase the total variety from 5 craters to 30 for every theater (Credits: Bittah Commander).
  • Fixed: An extra ford has been added to the north-west river on Deceiving Adjacency to prevent the AI from getting stuck there (Credits: Bittah Commander).
  • Fixed: GDI AI Players were still able to use the Ion Cannon when the "Disable Super Weapons" option was enabled.
  • Fixed: Volkov didn't use his own unique voice set.
  • Fixed: Your Mobile HQ immediately exploded when playing Survivor mode with Short Game enabled.
  • Fixed: The AI will no longer build on the north-west cliffs on Shiner's Yard (Credits: Rampastring).

Version 1.1327:
Released: Dec 07, 2014

  • Fixed: The AI is no longer able to build naval yards next to bridges and then produce vehicles from it (Credits: Bittah Commander).
  • Fixed: The hosted games counter always remained 0, even when hosted games were present (Credits: hifi).
  • Fixed: The game crashed when you tried to start a game on Stranded.
  • Fixed: On a couple maps your MCV would instantly blow up if you'd start the game with Short Game enabled (Credits: Bittah Commander).

Version 1.1325:
Released: Dec 06, 2014

  • Added: The client has been renewed with many new and improved features for both singleplayer and multiplayer (Credits: Rampastring).
  • Added: All singleplayer missions/campaigns now all give an indication about their overall difficulty (Credits: Rampastring).
  • Added: New game options for skirmish and multiplayer; "Locked Teams", "Destroyable Low Bridges", "Start Without Shroud", "Shroud Regrows", "Disable Unit Queuing", "Disable Super Weapons", "Harvesters Unload Instantly", "Infinite Tiberium", "Disable Visceroids", "No Infantry Crushing", "Stormy Weather", "Starting Reinforcements" (Credits: Bittah Commander, Rampastring).
  • Added: A (destroyable) low bridge for bright desert maps (Credits: Bittah Commander).
  • Added: Pavement LATs for all theaters and a rough ground LAT for the light desert theater (Credits: Bittah Commander).
  • Added: Paved roads for all theaters (Credits: Bittah Commander).
  • Added: Junctions for train tracks and transitions between temperate and snow tracks (Credits: Lin Kuei Ominae).
  • Added: New multiplayer Default maps "Mountain Walk", "Epicenter" and Forest Fires (Credits: Bittah Commander, Drive, Rampastring).
  • Added: New multiplayer Co-Op maps "Reunification", "It Came From DTA" and "The Experiment Lab" (Credits: Rampastring).
  • Added: "Scavenger" and "Survivor" game modes. These game modes are the same, with the exception that Scavenger allows base construction and Survivor does not (Credits: Bittah Commander).
  • Added: Rocks for the bright desert theater, converted from the regular desert theater (Credits: Bittah Commander).
  • Changed: Volkov now flashes while running in order to be more noticeable (Credits: Bittah Commander).
  • Changed: Bazooka/Rocket infantry now inflict 25% more damage to tanks and other vehicles with heavy armor in enhanced mode.
  • Changed: The Humm-vee, Nod Buggy and Ranger now do 33% less damage against infantry and 33% more damage against structures and vehicles.
  • Changed: The Recon Bike's weapon range has been reduced by 20% and its damage has been reduced by 16.7%.
  • Changed: AI units will now attempt to automatically crush enemy infantry that are 1 cell away.
  • Changed: The Chrono Tank is now immediately in teleport mode when it's built; this prevents the exploit where you can own multiple Chrono Tanks that are in teleport mode at the same time.
  • Changed: All map preview images have been remade in a larger size (Credits: Bittah Commander).
  • Changed: The Cyborg Prototype's weapon range has been reduced by 18.5%.
  • Changed: Crash's "Delirious Island" multiplayer map underwent a thorough renovation (Credits: Rampastring).
  • Changed: Soviet's global hitpoints are no longer reduced by 10%, while the hitpoints of the Mammoth Tank, V2 Rocket Launcher and Tesla Coil have been reduced by 10% to compensate.
  • Changed: Grenadiers have 20% fewer hitpoints.
  • Changed: Units and base defenses will auto-target hostile neutral/civilian units again (Credits: Iran).
  • Changed: You can now only attack civilian units and structures by force-firing at them (this is necessary to prevent the AI from auto-targeting them).
  • Fixed: Ore no longer appears purple on the radar when playing on the multiplayer map "A Path Beyond" (Credits: Bittah Commander).
  • Fixed: The Ranger wasn't able to acquire its elite weapon.
  • Fixed: The Black Forest multiplayer map no longer has Free Radar enabled.
  • Fixed: The Nod, Allied and Soviet Bazooka/Rocket Soldier now have twice as much health in enhanced mode (they now have the same health as GDI's Bazooka).
  • Fixed: The Soviet SAM-Site now fires less rapidly and does less damage.
  • Fixed: The AI is now able to build helipads again (Credits: Bittah Commander).
  • Fixed: The AI can no longer use the Ion Cannon on tech levels lower than 7 (Credits: Bittah Commander).
  • Fixed: The numbers of waypoints are now much easier to see in the map editor (Credits: Bittah Commander).
  • Fixed: Civilian units will no longer attack pre-placed walls (Credits: Bittah Commander).
  • Fixed: Nod AI players will no longer build Longbows (Credits: Bittah Commander).
  • Fixed: The multiplayer map "Composite" will no longer crash after loading (Credits: Bittah Commander).
  • Fixed: Extra Fords have been placed next to the existing ones on the "Canyon Chase 2" multiplayer map to prevent AI players from getting stuck (Credits: Bittah Commander).
  • Fixed: You weren't always able to deploy your MCV without moving it first and the AI sometimes wouldn't deploy at all (Credits: Bittah Commander).
  • Fixed: AI players weren't able to build naval yards on all starting locations on Arctic Circle (Credits: Bittah Commander).

For changes made in older versions of DTA, click one of the the links below.
Version 1.12
Version 1.11
Version 1.00 - 1.10

Post comment Comments
DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr Jan 1 2014, 4:26am says:

Wow, AI can actually use ships? And **** you with them?

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Jan 3 2014, 4:28pm replied:

It can indeed.

+4 votes   reply to comment
AJ
AJ Feb 23 2014, 10:35am says:

Wow this is still being worked on? I'm so happy! Thanks!

+2 votes     reply to comment
Guest
Guest Feb 22 2015, 7:57pm says:

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Bittah_Commander Author
Bittah_Commander Feb 22 2015, 8:10pm replied:

Nothing can be done about the AI occasionally landing aircraft on water, unfortunately.

There are 3 ships per faction, but 9 new ships were made in total.
The Submarine, Missile Submarine, Destroyer and Torpedo Boat were all replaced with new versions, so the only old ships that are still buildable are the Gunboat, the Sea Shadow and the Cruiser.

So out of the 12 buildable ships (not counting the Sea Mine), 3 still use older graphics, which leaves 9 new ships.

+1 vote   reply to comment
Guest
Guest Feb 24 2015, 10:54am says:

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Bittah_Commander Author
Bittah_Commander Mar 2 2015, 9:51am replied:

Thanks for the report. I found a way to permanently fix these insta-lose issues, so please bear with it just a little longer. Until then you can still play that map if you disable Short Game.

+1 vote   reply to comment
Valherran
Valherran Feb 28 2015, 2:17pm says:

Was the aircraft spam for the GDI AI fixable?

+1 vote     reply to comment
Rampastring Creator
Rampastring Mar 2 2015, 11:28pm replied:

We can make the AI build less aircraft, but right now I don't see a problem with the AI's aircraft usage.

+1 vote   reply to comment
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Released Nov 2, 2007
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