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Report article RSS Feed The Dawn of the Tiberium Age 1.11 Progress

It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.

Posted by Bittah_Commander on Feb 13th, 2011

It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.
So rather than being dead, DTA's development is in fact more alive than ever:

Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots;


There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot.


Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level).

But...

...as tough as the new AI is, it's of course not unbeatable. Smile

In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater.

I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. Wink

Post comment Comments
feillyne
feillyne Feb 13 2011, 6:57am says:

So only one thing left - wishing you best luck with the project/update! :-)

+2 votes     reply to comment
AdiJager
AdiJager Feb 13 2011, 8:39am says:

Nice update. Is there a chance for making this mod a standalone version?

+3 votes     reply to comment
Rampastring
Rampastring Feb 13 2011, 9:10am replied:

It already is standalone..

+4 votes     reply to comment
StalkeR0857
StalkeR0857 Feb 13 2011, 9:39am says:

One of my favourite mods, so glad to hear that you're still making progress. Here's to swift progress on 1.11. :)

+2 votes     reply to comment
Templarfreak
Templarfreak Feb 13 2011, 11:49am says:

Alright, glad to hear this I almost gave up. ;)

+2 votes     reply to comment
browncoat1984
browncoat1984 Feb 13 2011, 1:14pm says:

One of my all time favorite games is the original Command and Conquer. I remember buying the original DOS version back in '94 or around then and I was hooked on the series and on RTS gaming since then.

DTA is an amazing mod that is done very professionally and one of my favorite mods for any video game. I love this and the C&C Generals mod Tiberian Dawn Redux.

+2 votes     reply to comment
EchoesOfTheFuture
EchoesOfTheFuture Feb 13 2011, 2:40pm says:

Awesome update!

Especially the Nod laser turrets.

+2 votes     reply to comment
VulpineComplex
VulpineComplex Feb 13 2011, 2:55pm says:

It really is a shame that TS doesn't support helicopter-rotor animation. My eyes always snap to that whenever there's a screenshot of an apache.

Still an awesome game. Still awesome work. Can't wait for the new version.

+2 votes     reply to comment
mrgriggs
mrgriggs Feb 13 2011, 5:36pm says:

Does the AI cheat and boost it's money? Or does it only attain income from harvesting.

+2 votes     reply to comment
Bittah_Commander
Bittah_Commander Feb 13 2011, 8:53pm says:

The AI always cheats (in every single C&C). It's of course still possible to cripple its economy by destroying their harvesters and refineries however, although you better make sure you're prepared before you attack a harvester of theirs (since they'll get really ****** off and will give you a quick response).

+2 votes     reply to comment
mrgriggs
mrgriggs Feb 14 2011, 6:14am replied:

Cheat how? Do they start with more money? Does each load give them double the ammount? Or do they just get given money for no reason.

Please don't say it's the latter, it's annoying because they always seem to be able to spam their units when there isn't enough cash around to do that as i've been killing off their harvesters.

+1 vote     reply to comment
Rampastring
Rampastring Feb 14 2011, 9:02am replied:

All AI levels start with extra money (levels 0 and 2 with only little more, 1 with a lot more (yes, 1 gets more starting money than 2 - for reasons too complicated to explain to the public)), and Level 2 has an additional 35% cost reduction on everything they build.

Don't worry, I have no plans to make the AI get money from the air. I want people to be able to cripple the AI's economy by destroying its harvesters, which is currently well possible despite the cheats.

+1 vote     reply to comment
Bfox
Bfox Feb 14 2011, 7:02am says:

Great stuff, always nice to read on updates for this mod :)

+1 vote     reply to comment
Mars_3K
Mars_3K Feb 21 2011, 5:52am says:

Finally a decent comp-stomp on my favourite RTS!

+1 vote     reply to comment
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