Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines and enhances Tiberian Dawn and Red Alert using a heavily customized Tiberian Sun engine. Featuring all 4 factions (GDI, Nod, Allies and Soviets) with extremely polished gameplay, DTA allows you to mix and match the factions as you'd like in tons of new multiplayer maps and challenge yourself in dozens of original missions.
We released the first half of our Co-Op remake of the Tiberian Dawn GDI campaign earlier this week, just as we promised a few weeks ago. There's a total of 7 missions out there for you to play with your friend(s)!
To access these missions, simply go to CnCNet, host a new game room, and select "Co-Op" with your preferred difficulty as the game mode.
We also got the campaign videos to work. To enable them, both players must have the "Ingame Videos" component installed and up-to-date in the options menu of our client.
We're excited to hear your feedback considering the missions, so if you play them, please drop us a message here on ModDB or on our Discord server! The rest of the campaign will follow later on the spring.
Are you picking this up?
However, the Co-Op campaign isn't everything that our latest update contains. We also have some balance improvements, bug fixes and engine improvements.
There was a consensus among our highest-skilled players that Nod was too strong, and also suffered from "internal" imbalances. This was largely because of their epic units: both of Nod's epics are proficient in direct combat, which made regular offensive units like Light tanks partially obsolete for Nod in the late-game. This was made worse by us moving the Cyborg from T4 to T3 earlier to balance the "power ramp" of Nod's tech tree, which made Nod's mid-game more powerful. To offset both the overall and faction-internal balance issues, we nerfed the Cyborg's veterancy bonuses and the Illuminator overall.
We haven't felt fully satisfied with the Soviet Behemoth for a long time now. While it has had its place in the game (particularly as counter-artillery), it has been too weak. We now made its shots more accurate (it can still miss moving targets, though), and while exploring options to buff it, we also realized its veterancy bonuses were weak compared to other epic units, so we improved them.
For game engine improvements, there's several small but important ones, improving gameplay, harvester AI, as well as the atmosphere of the game. To avoid repeating myself, I'll just copy them over from the change log:
With this patch we've also started making use of the full version of the Vinifera engine extension originally made by CCHyper and tomsons26, with custom DTA-specific customizations applied by us; previously we only used a small subset of Vinifera features. Practically this doesn't have a very big effect yet, but it paves the way for all kinds of advanced game engine improvements in the future.
Finally, mappers have new toys in the form of horizontal and vertical walls and a corpse overlay that allows making some disturbingly gore-y scenes, like the one above.
For the full change log, see our change log page.
We hope you'll have fun with our Tiberian Dawn co-op remake missions as we continue working on the latter half of the campaign!
We're remaking the original Tiberian Dawn GDI campaign as a two-player co-op campaign for DTA! Read on as we explain more about our campaign design and...
Announcing our new singleplayer campaign that we displayed a trailer of in our anniversary event.
Detailing some of the design choices in our latest update.
This is the full version of Dawn of the Tiberium Age v9.9: all files necessary to play are included, so you also don't need to have the original game...
This is the full version of Dawn of the Tiberium Age v9.9: all files necessary to play are included, so you also don't need to have the original game...
This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).
This is the full version of Dawn of the Tiberium Age v9.8: all files necessary to play are included, so you also don't need to have the original game...
This is the full version of Dawn of the Tiberium Age v9.7: all files necessary to play are included, so you also don't need to have the original game...
This is the full version of Dawn of the Tiberium Age v9.6: all files necessary to play are included, so you also don't need to have the original game...
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Is magnific mod
Hello devs, first let me thank you for the continued updates on this great mod /game. I just revisited it after some time ago and encountered that if I do an infiltration on an enemy's mcv building, then build their barracks and factory I'll get doubled troop icons in the building menu. Like two machine gunner tiles and even two advanced communications building tiles. It is very confusing and hard to distinguish why there's the clones and which one is built where. I would really appreciate if you could try to solve this in original Cnc manner. Like having the machine gunner as one single tile that is getti g built in the barracks I marked as main production. And having a different icon for GDI and Nod com centre. Is this possible? Or what was the original thought of having doubled tiles after infiltration of enemy buildings?
Hey,
The behaviour you're seeing is due to TS engine limitations. We're forced to have duplicates of some units, for example TD vs RA rocket infantry have different voice lines and weapon sounds even if stat-wise they were identical. When you own the related production facilities, you're able to build both (or up to 4 different Bazooka/Rocket Infantry).
We might be able to lessen sidebar the cameo spam with captured tech in the future with the Vinifera engine extension though.
My anti-malware seems to be marking the Vinifera engine the mod uses as malware.. is this a false positive or is this actual bad news?
Obviously a false-positive. Please report it to your anti-virus vendor as such.
Vinifera is easily picked up as a false-positive, because
1) it's a relatively "unknown" application, iow. not a popular software used by millions of people
2) Vinifera modifies code of the target process (Tiberian Sun) to achieve its effects, which is a similar technique that a lot of malware also use to hijack a system
Vinifera is an open-source project created with community collaboration. I haven't written most of the code myself (most of it is by CCHyper), but I've read through most of it and haven't seen anything suspicious. I've also made some contributions myself.
Official source: Github.com
DTA's current fork: Github.com
Excellent mod.
Now that DTA comes with a new, much improved map editor and all, I think it would be nice if you eventually add a thorough user manual to accompany the editor, both for multiplayer/skirmish maps and for missions. Most things can be figured out in some manner as it is, but a proper manual would make things so much better. Please consider it.
I can see how it'd be beneficial, but unfortunately we're stretched thin on developers.
If we create tutorials, they'll likely be video recordings, like the [4] Lakesides mapping video that we revealed the editor with.
Another possibility is that once I've managed to make the editor support terrain height and so Tiberian Sun, someone from the TS community outside of our stuff could make tutorials.
OK, thanks for the consideration. A few videos showing off a few key 'tricks' would indeed be useful, and the other possibility is something too. I do have most things figured out already (I've done experimentation in the past too), so I'll probably produce something eventually anyway.
If you have any questions, feel free to reach out! Either here on ModDB, or our forums, or if you want to get a response the fastest, then on our Discord.
Thank you! It won't be very soon, I'm dealing with something else right now, and there's no guarantee I'll commit to DTA map editing after all, but when and if the time comes if I have questions they'll probably appear in the forums.
And to close this with a small feature request with no pressure about time or anything, though you're probably planning to do it already: support in the editor for custom AI triggers, to enhance missions with AI attacks and the like similar to how you did for the 2nd tutorial mission.
Thanks again!
I'm indeed planning to do it at some point, but I don't know about the timeframe yet.
I'm also unsure about the interface, as I've personally found it much more convenient and efficient to create the AI triggers manually with Notepad++ rather than use any community-built tool for it. But I realize that having an user interface makes it more accessible for new mappers and AI scripters, so I'll still likely design and create something for it at some point.