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 and RA's feeling as well as possible (both concerning graphics and gameplay) in classic mode, while giving the player improved game balance and a lot of fun new stuff when playing in enhanced mode. 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.

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 1.1464:
Released: Oct 20, 2015

  • Fixed: The "Save Game" button was missing from the ingame options dialog of multiplayer games.
  • Fixed: The Corvette's weapon didn't have a projectile and couldn't hit anything.
  • Fixed: The AI didn't build shock troopers on the easy and medium difficulty levels.

Version 1.1462:
Released: Oct 18, 2015

  • Added: You can now save and load multiplayer games (Credits: Bittah Commander, Rampastring).
  • Added: It's now possible to enable or disable cannon projectile tracers via the Display tab of the client's options menu (Credits: Bittah Commander, Rampastring).
  • Added: The map editor now has the "- SP AI Structure Proudction" tool script to fix/enable the AI's ability to build structures on singleplayer mpas (Credits: Bittah Commander).
  • Changed: The default key for "View Bookmark 4" has been changed to allow players to center the screen on their starting location by pressing the familiar "H" key again (Credits: Bittah Commander).
  • Changed: The power plant's price has been changed from 250 credits to 300 in enhanced mode.
  • Changed: The map editor will now always save custom maps with the .map extension and the client will also automatically rename any maps with the .dpr or .mpr extension to .map (Credits: Bittah Commander, Rampastring).
  • Changed: The Soviet AI will now also build Shock Troopers (Credits: Rampastring).
  • Changed: The missions of the "Creeping Destruction" Soviet campaign have been improved and are now easier on the easy and medium difficulty levels (Credits: Rampastring).
  • Changed: Ships (excluding missile submarines) now do 50% less damage against aircraft (Credits: Bittah Commander).
  • Fixed: The Mammoth Tanks sometimes fired 3 cannon projectiles and/or missiles in enhanced mode instead of 2 (Credits: Bittah Commander).
  • Fixed: The map editor will now add the correct houses when you create a singleplayer map (Credits: Bittah Commander).
  • Fixed: Disabling the "Crew Survivors" game option still allowed crews to escape from destroyed vehicles (Credits: Bittah Commander).
  • Fixed: The Shock Trooper was unable to gain veterancy in Enhanced mode.
  • Fixed: The Project 941 didn't gain an elite weapon (Credits: Bittah Commander).
  • Fixed: Fixed: The ingame "Sound" dialog is no longer bigger than the screen on resolutions under 800x600 (Credits: Rampastring).

Version 1.1454:
Released: Sep 26, 2015

  • Added: You can now also select the "DDWrapper" renderer on the display tab of the options menu, which could give better performance in Windowed mode on some systems (Credits: Aqrit, Bittah Commander, Rampastring).
  • Changed: The client's Red Alert themes now also have button sounds (Credits: Bittah Commander).
  • Changed: The bottom part of the Allied and Soviet sidebar (under the icons) has been improved (Credits: Bittah Commander, tomsons26).
  • Changed: Minor improvements have been made to the Creeping Destruction campaign (Credits: Rampastring).
  • Fixed: The lighting around around ore mines on "Mountain Walk" was broken (Credits: Bittah Commander).
  • Fixed: Soviet can no longer build the APC in classic mode (Credits: Bittah Commander).
  • Fixed: After loading a saved mission of a campaign and then progressing to the next mission, the difficulty level would always revert to Medium (Credits: Bittah Commander, FunkyFr3sh, Rampastring).
  • Fixed: Loading saved games directly via the client would often give you a black screen and then fail to load (Credits: Rampastring).
  • Fixed: Custom maps didn't transfer properly (Credits: Rampastring).
  • Fixed: Players will no longer be automatically kicked when they join a game on CnCNet while they (or the host) have modified files, but a notification message will be shown instead (Credits: Rampastring).

Version 1.1447:
Released: Sep 10, 2015

  • Added: You can now repeat your last message in the CnCNet lobby chat by pressing the up arrow key (Credits: Rampastring).
  • Added: A compatibility fix for the map editor (Credits: Bittah Commander).
  • Changed: Compatibility fixes can now be enabled or disabled via the Display tab of the options menu (Credits: Rampastring).
  • Changed: The low bridge in the center of the "Forest Fires" map is no longer destroyed from the start of the match (Credits: Bittah Commander).
  • Changed: The AI players now also have tiberium trees next to their bases in the Co-Op version of "Tunnel Train-ing" (Credits: Rampastring).
  • Changed: The Cyborg Prototype's weapon damage has been increased by 11% and its range has been increased by 5%.
  • Changed: The X-O Powersuit's HP has been increased by 17% and its elite weapon's damage has been increased by 12%.
  • Changed: Matches are now only added to statistics if they're at least a minute long (Credits: Rampastring).
  • Fixed: The Map Renderer didn't render an image for the tiberium refinery and the service depot (Credits: Bittah Commander).
  • Fixed: The AI difficulty on Co-Op maps was always set to easy, regardless of the actual selected difficulty (Credits: Rampastring).
  • Fixed: Capturing an "Experiment Lab" on the "The Experiment Lab" map will now provide special units on both the default and Co-Op versions of the map (Credits: Rampastring).
  • Fixed: The "Frostbite" mission automatically restarted after being successfully completed.
  • Fixed: The CnCNet Client would crash after a game ended if you had created or joined at least two game rooms during the session (Credits: Rampastring).
  • Fixed: The client now asks if you really want to quit CnCNet if you try to close the CnCNet lobby while being in a game room (Credits: Rampastring).
  • Fixed: You no longer see a cryptic message in the CnCNet lobby each time you get kicked from a game (Credits: Rampastring).

Version 1.1438:
Released: Aug 28, 2015

  • Added: New multiplayer Co-Op maps: "Double Team" and "Chrono Hazard" (Credits: Rampastring, Sombracier).
  • Added: The (non-buildable) Tiberian Fiend and Tiberium Floater (Credits: Bittah Commander).
  • Added: A game mode filter for the statistics (Credits: Rampastring).
  • Changed: The Soviet Mammoth Tank's firing range has been decreased by 11%.
  • Changed: The Attack Dog no longer receives damage from walking over tiberium.
  • Changed: The Chrono Tank's sight range has been reduced to 1 cell.
  • Fixed: Minor issues on the Co-Op mission "The Experiment Lab" (Credits: Rampastring).
  • Fixed: The "Island Tactics" multiplayer map had an overlapping ruined Construction Yard and Power Plant, which caused the game to crash when one of them was destroyed.
  • Fixed: Ants now die without glitching and can no longer grant experience points to tanks after death (Credits: Bittah Commander).
  • Fixed: The train wagons didn't follow the train on "Coastal Path" and "Tiber".
  • Fixed: The client's options menu didn't show any check marks if you were using one of the Tiberian Dawn themes (Credits: Rampastring).
  • Fixed: The checkboxes for "Borderless mode" and "Back buffer in video memory" were always cleared after re-opening the options menu, even if these options were enabled (Credits: Rampastring).
  • Fixed: The map editor's "Enable Green Tiberium Spreader Lighting", "Enable Blue Tiberium Spreader Lighting" and "Enable Ore Spreader Lighting" tool scripts weren't working (Credits: Bittah Commander).
  • Fixed: The map editor now displays the correct facing for all turrets (Credits: Bittah Commander).

Version 1.1429:
Released: Jul 16, 2015

  • Added: Compatibility improvements for Windows 8 and Windows 10 (Credits: Rampastring).
  • Changed: The will now build a naval yard much earlier on "Northern Lights" (Credits: Bittah Commander).
  • Changed: The AI now builds fewer Chrono Tanks when playing as Allies (Credits: Rampastring).
  • Changed: The layout of the CnCNet lobby has been improved (Credits: Bittah Commander, Rampastring).
  • Fixed: The Soviet AI's war factory used the wrong armor (this for example allowed a nuke to instantly destroy it).
  • Fixed: The Allied/Soviet silo no longer overlaps the storage indicator when it's filled (Credits: Bittah Commander).
  • Fixed: Train wagons properly follow the the locomotive on all maps again (Credits: Rampastring).

Version 1.1423:
Released: Jun 20, 2015

  • Added: A civilian light house and windmill (Credits: Nooze).
  • Added: The (unbuildable) Badger Bomber (Credits: Mig Eater).
  • Added: When the "Allow Ingame Allying" option is enabled, a notification and instruction message will now be displayed for all players after the game starts (Credits: Bittah Commander).
  • Added: You can now view the statistics of games you've played online and in Skirmish via the "Statistics" button in the main menu (Credits: Rampastring).
  • Added: The main menu now also uses themes (Credits: Bittah Commander, tomsons26, Rampastring).
  • Added: New multiplayer map: "Divided Composition" (Credits: Rampastring).
  • Added: New Allied singleplayer mission: "Frostbite" (Credits: Rampastring).
  • Changed: The Chinook now uses the Carryall's cursor from TS to indicate it can pick up a vehicle (Credits: Bittah Commander).
  • Changed: You can no longer receive Hunter Seekers from crates in the Survivor game mode.
  • Changed: The default theme's main menu's background now animates every 15 seconds (Credits: Bittah Commander).
  • Changed: The Allied "Destroyer" has been renamed to "Corvette".
  • Changed: The Laser Corvette now gets a 44% weapon range increase when it's deployed, its cloak-detection radius was increased by 67% and its hitpoints were increased by 17%.
  • Changed: The Project 941 now does a lot more damage.
  • Changed: The "Red Paradise" allied mission has been made slightly easier (Credits: Rampastring).
  • Fixed: The AI built too many Volkovs (Credits: Rampastring).
  • Fixed: Not all AI players were able to build naval yards on Delirious Island (Credits: Bittah Commander).
  • Fixed: Ships could get stuck under the western bridge on "Island Trouble".
  • Fixed: On "Forest Fires" there was a spot where harvesters could get stuck.
  • Fixed: AI Tesla Tanks had too many hitpoints.
  • Fixed: The gas animation didn't appear on the "It Came From DTA" Co-Op map if Scrap Debris was enabled.
  • Fixed: Spectators are no longer counted when checking whether the amount of players doesn't exceed a map's max players (Credits: Rampastring).
  • Fixed: The game will no longer crash when the Phase Tank becomes elite.

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 Jan 1 2014 says:

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

+2 votes     reply to comment
Bittah_Commander Author
Bittah_Commander Jan 3 2014 replied:

It can indeed.

+5 votes   reply to comment
AJ Feb 23 2014 says:

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

+2 votes     reply to comment
Guest Feb 22 2015 says:

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

Bittah_Commander Author
Bittah_Commander Feb 22 2015 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 Feb 24 2015 says:

Hi had a problem with the radial range CoOp map with 2 players and MCV auto deploy ON and everything blows up instantly and we lose :(

+1 vote     reply to comment
Bittah_Commander Author
Bittah_Commander Mar 2 2015 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 Feb 28 2015 says:

Was the aircraft spam for the GDI AI fixable?

+1 vote     reply to comment
Rampastring Creator
Rampastring Mar 2 2015 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
Guest Aug 30 2015 says:

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

Rampastring Creator
Rampastring Sep 17 2015 replied:

Both of those are impossible for us to implement. We do not have the source code for the Tiberian Sun engine. We'd be grateful if you managed to hijack EA's offices and bring it to us, though.

+2 votes   reply to comment
ShinobiXVII Oct 18 2015 says:

Thank god you fixed the Project 941 to gain elite ranks, i dunno how many ppl i killed including buildings and i swear it gained none. Even tought maybe the engine tought project 941 was a building in deployed mode so tried to get subs and ships with it as a normal sub. Still nothing tough. Cant wait to try it out now :D And awsome job with the .map thing! :)

+1 vote     reply to comment
Bittah_Commander Author
Bittah_Commander Oct 19 2015 replied:

The Project 941 actually still can't gain veterancy while deployed because of the way its weapon was coded, meaning that the only way to level it up to veteran or elite is by using its torpedoes in the non-deployed state.

What was fixed is that the Project 941 didn't didn't gain an elite weapon when the unit itself did become elite.

+1 vote   reply to comment
ShinobiXVII Oct 18 2015 says:

Two things tough!

1 - When i opened the launcher this morning to build a map the update started, but at some point a window popped up saying another source was useing the folder or something that the update was going to, so the update didn't install correctly. Now i assumed it was because of the map creator so i finished my map and exited the launcher and reopened it, the lupdate told me the new update was broken and if it sohuld repair it for me, i clicked yes and the update finished properly without any issues. Just tought i would throw this one out there incase someone else gets into it and get's stuck :)

2 - I was playing one of those large skirmish maps (before update btw) the one with all those tiny islands on temperate theatre, with those infantry carrying amphebeus boats that goes from one island to the next with a few stops here and there. Anyways this middle island was protected by SAM's and had 3 ore refineries. And i saw this one AI's Ore truck from his own base simply just cruising over the water and onto that island to get ore xD the truck got hammered by some NPC buildings so i dont know if it would have made it back. But i tought that if a ore truck could make it across other units might too.

Oh one final note that popped into my head, this thing is actualy quite frustrating, at some skirmish maps units will completely stop and freeze, i think its due to some map errors when it was created, maybe one slot shareing two different items that makes the area crash, dunno. But i found this bugg especially large on the wonderland map(8 player) seen it in a few others tough their names ellude my memory atm.

+1 vote     reply to comment
ShinobiXVII Oct 18 2015 replied:

To elaborate more on the final note;

Its not that the area freezes, but for example you have two roads that split in each dirrection due to some cliffs or trees etc. and goes around and meets at the back, forming a sort of "O" shape, now for example, lets say, you have 2 ore trucks, 1 mammoth tank and some other units (not seen this happening with infantry so far) and click for them to take the upper path around the obstacle, they will somewhere get stuck, and if you click more they simply wont move, at this point you have to manualy manouver back out the same tiny route the went to get that far before they got stuck, and go another way.

+1 vote     reply to comment
Bittah_Commander Author
Bittah_Commander Oct 19 2015 replied:

I've seen this happen when there's a bridge on the path of the units, but I'm not aware of any other cases where this happens.
Is there a specific location with no bridge where this happens that you know of?

+1 vote   reply to comment
ShinobiXVII Oct 19 2015 replied:

I just checked with the map this happened on, its called "Island Raiders" its a 3p map, the area i saw this problem was AI was based on spawn nr 3, and his vehicle was moveing to the bottom far left ore refinery on the middle Island.

+1 vote     reply to comment
ShinobiXVII Oct 19 2015 replied:

Ops just saw i replyed in toughts of another comment, sorry the map this happened to me extremely actualy as far as i noticed had no bridges at all.(exept a big one that you cannot get on at the far top right corner) The map name is "Deceptive Wonderland" 8p map no Naval. Its basically the entire lower part below the big centre building in the middle. The worst was at the middle of the lower part. Ore trucks would simply get stuck just by beeing ordered to get some ore that was just 4,5 boxes away from their stuck spot :P

+1 vote     reply to comment
Rampastring Creator
Rampastring Oct 19 2015 replied:

Weird. I never noticed anything like that when making Deceptive Wonderland (which included testing the map a lot). Nor has it happened when playing the two Co-op missions based on the map ("Freezingly Desperate Grip" and "Second Wind").

+1 vote   reply to comment
Bittah_Commander Author
Bittah_Commander Oct 19 2015 replied:

On such island maps where the AI isn't able to build tanks, it still needs to be able to build harvesters to prevent the game from crashing when the AI runs out of credits. So since the AI doesn't build the war factory, the only way to make it able to build harvesters was by making the AI's harvester able to move on water.

+1 vote   reply to comment
ShinobiXVII Oct 19 2015 replied:

That reminds me of another weird thing i have seen alot lately, when the AI builds a war factory they automatically get a ore truck spawning next to it as if it was a ore refinery. Sorry for all the bug reports:P but i think the more i say the more can be fixed to ensure this mod becomes all it can be and more :)

+1 vote     reply to comment
Bittah_Commander Author
Bittah_Commander Oct 21 2015 replied:

Bug reports are of course always welcome; we'll address anything that can and should be fixed.

Concerning the AI's war factories, they spawn an extra harvester because the AI otherwise won't build enough of them, so it's not really a bug.
We might use a different solution for this in the future however.

+1 vote   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

C&C: Tiberian Sun
Send Message
Release date
Released 2007
Mod watch
Start tracking
Related Games
C&C: Tiberian Sun
C&C: Tiberian Sun Real Time Strategy
Related Groups
The Dawn of the Tiberium Age Staff
The Dawn of the Tiberium Age Staff Developer & Publisher with 7 members