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.

Post tutorial Report RSS Change Log

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

Posted by on - Basic Other

Version 1.1555:
Released: Sep 25, 2016

  • Changed: When the Extreme AI option is enabled, the AI will now build its secondary Construction Yard much sooner (Credits: Bittah Commander).
  • Changed: The Gunboat now does less area-damage.
  • Changed: The "Survivor" and "King of the Hill" game modes are now only available in multiplayer.
  • Changed: The client now writes client crash logs to the Client\ErrorLogs\ directory (Credits: Rampastring).
  • Fixed: In the "Reunification" and "Ally Under Siege" Co-Op missions you couldn't build a War Factory before you had built a secondary refinery (Credits: Bittah Commander).
  • Fixed: In the "Survivor" game mode, players started with a Mobile Construction Vehicle instead of a Mobile HQ (Credits: Bittah Commander).
  • Fixed: You instantly died after starting the "Second Wind" Co-Op mission (Credits: Bittah Commander).
  • Fixed: Played matches in version 1.14xx are now also included in the statistics (Credits: Rampastring).
  • Fixed: Potentially fixed a rare crash on client startup (Credits: Rampastring).


Version 1.1550:
Released: Sep 24, 2016

  • Fixed: The "Silos Needed" and "Instant Harvester Unload" options weren't working properly (Credits: Bittah Commander).
  • Fixed: It was possible for the game to not end after enemy AI players were destroyed (Credits: Bittah Commander).
  • Fixed: The window that prompts the user to enable the compatibility fix was broken and could cause the client to crash (Credits: Rampastring).
  • Fixed: The Extreme AI option wasn't working optimally (Credits: Bittah Commander).
  • Fixed: You were unable to build structures in some singleplayer missions (Credits: Bittah Commander).


Version 1.1548:
Released: Sep 23, 2016

  • Added: Ramps that can be connected to the temperate "bridges"/"platform" terrain (Credits: Bittah Commander).
  • Added: Dirt and Snow ground (LATs) that can be placed on platforms and bridges (Credits: Bittah Commander).
  • Added: Interior terrain (Credits: Bittah Commander).
  • Added: Tiled and brick floor tiles for the temperate, snow and interior terrain (Credits: Bittah Commander).
  • Added: TunnelFixer.exe has now been included in the Map Editor directory, which can be used to automatically fix tunnels that were created by FinalSun (Credits: Rampastring).
  • Added: New multiplayer maps: "Tiberium Rig", "Casey's Canyon", "Defunct Combat Platform", "Grid Gardens", "White Acres", "Razor Land", "Subterranean Greenery" and "Subterranean Greenery Extended" (Credits: Rampastring).
  • Added: New Co-Op missions: "Disguised Manipulation", "Forged Payback", "It Came For DTA II", "Cloaked Twilight" and "Lesson in Blood"(Credits: Rampastring, Sombracier).
  • Added: Allied singleplayer mission "River Raid" (Credits: Rampastring).
  • Added: The Queen Ant, to be used in future missions (Credits: Lin Kuei Ominae).
  • Added: 3 more selectable player colors: Pink, White and Cyan (Credits: Bittah Commander, Rampastring).
  • Added: The client has many new features, such as Ranks for Skirmish maps, Co-Op ranks for MP maps, main menu music and many others (Credits: Rampastring)
  • Changed: The client's graphics were significantly improved and it can now optionally also run in full-screen mode (Credits: Bittah Commander, Rampastring, tomsons26).
  • Changed: The client now has much better performance and starts up much quicker (Credits: Rampastring).
  • Changed: The client now is a lot more stable and the CnCNet game saving / loading logic no longer fails when multiple games have been started and saved from the same game lobby (Credits: Rampastring).
  • Changed: The teal player color was made brighter to make it more visible on the radar and also to make chat messages much easier to read (Credits: Bittah Commander).
  • Changed: Various improvements have been made to the graphics of most of the temperate and snow bridge terrain (Credits: Bittah Commander).
  • Changed: You now hear the Red Alert version of the building construction sound instead of the TD version when placing down Red Alert structures (Credits: Bittah Commander).
  • Changed: Minor balance improvements for "The Experiment Lab" multiplayer maps (Credits: Rampastring).
  • Changed: In Enhanced Mode, the price of the Rocket Launcher has been lowered from 1300 to 950.
  • Changed: In Enhanced Mode the Pill Box and Camo Pill Box now do 25% less damage.
  • Changed: The second tutorial mission is now easier on the Easy and Normal difficulty modes.
  • Changed: The ingame window borders have been improved (Credits: Bittah Commander).
  • Changed: When the "Stormy Weather" game option is enabled, the storm will now persist throughout the whole match (Credits: Bittah Commander).
  • Changed: Blue tiberium trees now spread tiberium 43% faster.
  • Changed: The build limit of the commando and Tanya has been reduced from 3 to 1.
  • Changed: You can now target civilian objects without having to force-fire at them again (Credits: dkeeton).
  • Changed: Other players can now have different looking refineries and harvesters from you and harvesters can no longer automatically dock with another faction's refinery (Credits: AlexB, Bittah Commander).
  • Changed: The weapon range of all first and second tier ships has been reduced by 33% up to 48% (Credits: Bittah Commander).
  • Changed: The prices of all first and second tier ships have been reduced by 20% (Credits: Bittah Commander).
  • Changed: The Frigate's rate of fire is now 50% slower (Credits: Bittah Commander).
  • Changed: Artillery, V2 and other high explosive weapons now do over twice as much damage against ships and ships no longer automatically recover health (Credits: Bittah Commander).
  • Changed: GDI/Nod, Allies and Soviet now use side-specific graphics for the ingame options menu (Credits: Bittah Commander, dkeeton, Rampastring).
  • Changed: Tesla Coils now only require a Radar Dome to be built in Enhanced Mode.
  • Fixed: Maps with a theme specified in the [Basic] section would only play that specified theme once and then play no other music afterwards (Credits: AlexB).
  • Fixed: The projectile of the Soviet bonus unit on "The Experiment Lab" was broken and couldn't fly further than a single cell (Credits: Bittah Commander).
  • Fixed: The AI would occasionally attempt to move its MCV towards an enemy unit or structure before deploying (Credits: Bittah Commander).
  • Fixed: An engine limitation that prevented the AI from building more types of units (Credits: AlexB).
  • Fixed: With Short Game enabled, the MCV will no longer blow up if you don't deploy it within 2 minutes or un-deploy the Construction Yard when you have no other structures left (Credits: AlexB).
  • Fixed: You can now build all of GDI's structures when you capture a GDI construction yard while playing as a different faction (Credits: AlexB, Bittah Commander).
  • Fixed: The AI will no longer build A-10 Warthogs on tech level 6 or lower (Credits: Bittah Commander).
  • Fixed: The game was prone to crash on maps where an AI's harvesters and infantry very frequently intersected under a bridge (Credits: AlexB).


Version 1.1496:
Released: Apr 10, 2016

  • Fixed: The "Stealthy Inhibition" Nod singleplayer mission failed to load (Credits: Bittah Commander).
  • Fixed: You can now build naval yards on the "Heart Attack" multiplayer map and some improvements have been made to its shape to make it properly symmetrical (Credits: Bittah Commander).

Version 1.1495:
Released: Mar 19, 2016

  • Added: New multiplayer maps: "Eternal Spring Dream" and "Heart Attack" (Credits: Rampastring).
  • Added: Various new tiles for the temperate "Bridges" tile set (Credits: Bittah Commander).
  • Added: You can now select the "DxWnd" renderer in the client's settings, which can make the game perform better on some systems (Credits: FunkyFr3sh, Glukv48, Rampastring).
  • Changed: The AI's laser corvette now has the same (shorter) range as the player's non-deployed laser corvette.
  • Changed: Ion Storms will no longer prevent aircraft from flying, nor disable the radar (Credits: AlexB).
  • Changed: The client now keeps multiple saved multiplayer games, as long as they're from the same match (Credits: Rampastring).
  • Fixed: There was a chance for the game to crash if a Jump Jet Infantry was flying or trying to take off just when an Ion Storm started (Credits: AlexB).
  • Fixed: The Private Message window had no close button (Credits: Bittah Commander).
  • Fixed: Blue tiberium is harmful to infantry again (Credits: AlexB).
  • Fixed: In the Scavenger game mode, crates provide less money and units and structures are no longer 4 times as expensive (Credits: AlexB).
  • Fixed: The Corvette, Frigate and several of the AI's ships were unable to gain veterancy (Credits: Bittah Commander).
  • Fixed: In the "The Experiment Lab" Co-Op mission, the enemy will no longer receive Chemical Hovercraft reinforcements after the Experiment Lab structure has been destroyed (Credits: Rampastring).


Version 1.1486:
Released: Jan 29, 2016

  • Added: 2 more trains (Credits: Lin Kuei Ominae).
  • Added: New multiplayer map: "Coastal Path Revisited" (Credits: Lin Kuei Ominae).
  • Changed: While idle, the Artillery, Rocket Launcher, V2 and SSM will now automatically fire at any unit within their full maximum firing range instead of only at up to about 80% of their firing range.
  • Changed: The client's window borders have been improved (Credits: Bittah Commander, Rampastring).
  • Fixed: Aqrit.cfg will no longer be overwritten if it already exists when using the DDWrapper randerer (Credits: Rampastring).
  • Fixed: Idle (guarding) units will no longer chase after enemies that move out of firing range (Credits: AlexB).
  • Fixed: Units in Area Guard mode will now revert to regular Guard mode when you press S (Credits: AlexB).
  • Fixed: It's no longer possible for more than 75 icons to appear on the sidebar, causing the game to crash (Credits: AlexB).


Version 1.1480:
Released: Jan 14, 2016

  • Added: 2 new trains, including both locomotives and wagons (Credits: Lin Kuei Ominae).
  • Changed: The client has been optimized to work a lot better with the GameSurge servers (Credits: Rampastring).
  • Fixed: The "Dead Winter" multiplayer map no longer crashes (Credits: Bittah Commander).
  • Fixed: Train wagons properly follow the locomotives again on the "Dante's Desert" multiplayer map (Credits: Bittah Commander).


Version 1.1476:
Released: Jan 9, 2016

  • Added: LAN support (Credits: Rampastring).
  • Added: Many new temperate paved road tiles and pavement improvements and additions (Credits: Bittah Commander).
  • Added: A tank wreckage map prop for the temperate and light desert theaters (Credits: Bittah Commander).
  • Added: A "Large Ice Floes" map prop for the snow theater (Credits: Bittah Commander).
  • Added: The (non-buildable) "Dropship" from Tiberian Sun (Credits: Bittah Commander).
  • Added: A large crater map prop for the temperate theater (Credits: Nooze).
  • Added: New multiplayer Co-Op map: "Ally Under Siege" (Credits: Rampastring).
  • Fixed: The AI will no longer attack the "Battlefield Control" structures on the "Switching Islands" map (Credits: Bittah Commander).
  • Fixed: On the "Island Trouble" multiplayer map, the airstrike super weapon obtained from the "Forgotten Command Center" didn't work (Credits: Bittah Commander).
  • Fixed: The Mammoth Tank often only fired a single cannon and missile projectile at targets instead of dual projectiles (Credits: Bittah Commander).
  • Fixed: You weren't able to build everything in one of the final "The Toxic Diversion" missions (Credits: Bittah Commander).


Version 1.1468:
Released: Dec 04, 2015

  • Changed: The Players with incompatibile game versions are no longer automatically kicked when the host tries to start the game (Credits: Rampastring).
  • Changed: The Recon Bike's weapon damage has been raised by 20% in enhanced mode (Credits: Bittah Commander).
  • Changed: Private messaging on CnCNet has been improved (Credits: Rampastring).
  • Fixed: The Shock Trooper switched its weapon to a flamethrower when it became elite (Credits: Bittah Commander).
  • Fixed: It's now a lot less likely for virus scanners to detect DTA.exe as a false-positive (Credits: Rampastring).
  • Removed: The "SAGE Fans (North America)" update mirror has been removed because it was taken offline.


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).

For changes made in older versions of DTA, click one of the the links below.
Version 1.13
Version 1.12
Version 1.11
Version 1.00 - 1.10

Comments
DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr

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

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Bittah_Commander Author
Bittah_Commander

It can indeed.

Reply Good karma+5 votes
AJ
AJ

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

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Guest
Guest

Noticed once, that Allied choppa landed on water xD and what saw on update 9 new ships but i counted 2 new ship per team so 9 in total or did i miss some buildinds granting a new ships? or require some super-weapon active?

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Bittah_Commander Author
Bittah_Commander

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.

Reply Good karma+1 vote
Guest
Guest

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 :(

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Bittah_Commander Author
Bittah_Commander

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.

Reply Good karma+1 vote
Valherran
Valherran

Was the aircraft spam for the GDI AI fixable?

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Rampastring Creator
Rampastring

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

Reply Good karma+1 vote
Guest
Guest

Please fix the fullscreen mode to work with two monitors. The mouse isn't lock to the game's screen and it goes to the second monitor(it scrolls the map still). I also suggest adding a restart option for skirmish mode.

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Rampastring Creator
Rampastring

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.

Reply Good karma+2 votes
ShinobiXVII
ShinobiXVII

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! :)

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Bittah_Commander Author
Bittah_Commander

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.

Reply Good karma+1 vote
ShinobiXVII
ShinobiXVII

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.

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ShinobiXVII
ShinobiXVII

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.

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Bittah_Commander Author
Bittah_Commander

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?

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ShinobiXVII
ShinobiXVII

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.

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ShinobiXVII
ShinobiXVII

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

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Rampastring Creator
Rampastring

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").

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Bittah_Commander Author
Bittah_Commander

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.

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ShinobiXVII
ShinobiXVII

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 :)

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Bittah_Commander Author
Bittah_Commander

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.

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X005
X005

Damage caused by recon bikes are still downcast ? These bikes are not that powerful yet ...

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Reshka
Reshka

Is it possible to make a Hamachi server on "LAN"?

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Rampastring Creator
Rampastring

There's nothing preventing the use of Hamachi with the client's LAN functionality. However, for online play we recommend using CnCNet, it's less trouble and more reliable than Hamachi in my experience.

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