This is the full version of Dawn of the Tiberium Age v7.3: all files necessary to play are included, so you also don't need to have the original game installed. To install, simply extract all files to an empty folder and then run DTA.exe to play.
Version 7.3.19:
Build 1.193s
Released: Oct 11, 2020
- Changed: Destroyed buildings can now make 3 different explosion sounds instead of only either the TD or RA building explosion sound (Credits: Bittah Commander).
- Fixed: The client's "Tiberian Dawn" theme was broken (Credits: Rampastring).
Version 7.3.15:
Build 1.193o
Released: Oct 11, 2020
- Added: One-cell-wide diagonal desert cliff pieces (Credits: Bittah Commander).
- Added: Parking lot overlay map assets (Credits: Bittah Commander).
- Added: It's now possible for for certain captured buildings to provide a specified amount of credits every 3 seconds (Credits: Rampastring).
- Added: The "Stock Exchange" tech building, which gives 72 credits every 3 seconds to the player that captured it (Credits: Bittah Commander).
- Added: The "Oil Refinery" tech building, which gives 36 credits every 3 seconds to the player that captured it (Credits: Bittah Commander, Nolt).
- Added: New multiplayer maps "Chrono Station" and "Oil War" (Credits: Bittah Commander, Flame, Rampastring, Tiberius).
- Changed: The icons on the sidebar now always get sorted in the same order (Credits: Rampastring).
- Changed: The Chrono Tank now fires at aircraft without charging first and does more anti-air damage (Credits: Bittah Commander).
- Changed: The Behemoth was made 25% slower to match the Soviet Mammoth Tank, it can no longer target aircraft and its weapon range has been reduced by 1 cell.
- Changed: The Harbinger now charges after firing its shot instead of before so that it's able to fire its first shot instantly (Credits: Bittah Commander).
- Changed: A Stock Exchange building has been added to the "A Buoyant City" multiplayer map and 2 Oil Refineries were added to the "Frozen Advance" multiplayer map and (Credits: Rampastring, Tiberius).
- Fixed: Removed overlapping structures from 10 multiplayer maps to prevent potential crashes when these structures are destroyed (Credits: Bittah Commander, Rampastring, Tiberius).
- Fixed: The Demo Truck did far more damage than intended.
- Fixed: In 5 missions, 7 default maps and 4 Co-Op missions, customized weapons did less damage than intended.
- Fixed: Vehicles will no longer maintain a speed boost after exiting a tunnel or driving off of a road or pavement (Credits: Bittah Commander).
yeah the latest update cause an issue, whenever i click option it crash
It should be fixed now.
Hallo,
Thanks for adding the big kaboom sound! Very aesthetically pleasing!
I was wondering, if you guys were ever bored and looking to add a unit or two or seventeen:
1) I remember cracking open the old RA rules.ini file and seeing a helicopter carrier there (it essentially served as a mobile helipad). Maybe this would be a nice idea for the Allied or NOD navy?
2) Are you guys ever planning to maybe give the Soviets the badger para-bomber/para-transporter? Was such an iconic unit!
3) Have you guys ever thought of maybe giving the Soviets the good, old Hind, at least in Classical Mode? Come on, it's one of the quintessential units of the Soviet air force, way better than the stupid Yak. ;)
4) The Allies really do lack a fast-attack aircraft in Enhanced mode. What about maybe using the Soviet spy plane from RA, giving it to the allies and giving it some form of attack different from the MiG, Warthog and Yak (like a cluster-bomb strike ala the Eurofighter in Rise of the Reds or some cruise missile/atom bomb to double up as an advanced artillery/elite unit)?
Or is all of this very nice, but will f:)ck with game balance too much/been asked a fiffilion times before?
Thanks!
Since all of your questions are related to adding new units, I'll give a generalized answer.
We are careful with adding new units. They need a purpose, a specific role to fill, shouldn't upset balance between factions, shouldn't upset balance within the faction too much (make existing units pointess) or mess with the diversity of the different factions. We don't tend to add units "just for fun". A faction lacking a type of unit (like fast aircraft in the case of Allies, or fast tanks in the case of Soviet) is in most cases also an intentional design choice to keep the factions different in their playstyle.
Adding the Hind to Classic Mode would still be worth it to make classic mode match Red Alert better.
Will you be adding some of cabal's structures and the core defender?