Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert using the Tiberian Sun engine. The project's aim is to allow people to both play and mod TD and RA, while having all of the benefits of the TS engine.

All 4 factions (GDI, Nod, Allies, and Soviet) of the original games are included and can simultaneously battle one another on over 100 original multiplayer maps. This can be done either in classic mode (which matches the balance of TD and RA1 as closely as possible) or enhanced mode (which adds many new features and competitive balance improvements).

DTA also features dozens of challenging, unique singleplayer missions as well as co-op missions that can be easily played over the community-driven CnCNet online service.

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.

This mod is still actively being worked on, so you can expect frequent updates and if you find any bugs, please report them so that we can fix them as soon as possible.

Faction info:
GDI - Nod - Allies - Soviet


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As part of the Tiberian Sun 22nd Anniversary Celebration, we'll be hosting a single-player and co-op livestream, developer Q&A session and game night on Saturday, August 21!


You can also watch the streams on DannyDanku's Twitch: Twitch.tv

With that out of the way, the actual news follows:



-----------------------------------------------

Greetings Commanders! DTA version 8.0.0 just released, a patch that first and foremost sees big changes to Nod in order to return them to their roots in terms of gameplay. It also brings significant balance changes, big graphical improvements, as well as new content.

Brotherhood of Nod

Let's first take a look at Nod's new design. While 1.19 did bring a more balanced and streamlined Nod, over time both staffers and fans came to feel that it somewhat removed Nod from their original identity. 8.0.0 makes an effort to retain a good balance, while also giving Nod their speedy and aggressive playstyle back.


A big part of Nod's playstyle becoming too steady was their reliance on the new Microwave Tank as part of a slow and methodical combined arms push. Since the Microwave Tank has seen several reworks without really finding its place in the game, we feel it is time to put the concept to rest altogether, and so it has been relegated to crate unit only in 8.0.0.


In its place will be the Heavy Raider, a unit that could be described as a middle-ground between a light tank and a heavy recon unit. It possesses a speed higher than that of any tank and uses the same armor class as a recon unit, but with much higher health. From its twin chain guns spews a storm of incendiary munitions, which will burn through all but the heaviest units. This unit should provide Nod with a lethal lategame multi-tool, and ensure that they can retain the initiative and outmaneuver opponents even into the lategame. It also compensates for an unintended effect of 1.19's Buggy nerf, which resulted in a more balanced early-game, but made playing Nod fast late-game unviable.


The Harbinger was not well received by fans and certain staffers on account of feeling thematically out of place in the game. It also never really felt like a synergetic addition to Nod's roster, and was found generally hard to balance.

Therefore, we are replacing it with a new epic unit; the Illuminator.

This new unit is designed both to be the pinnacle of Nod's own tech, as well as better following their combat doctrine. Based on Nod's early research into the Tacitus, it is the first ever plasma-based unit, a forefather to the plasma weapons developed for the Cyborg Commando and Banshees of Tiberian Sun. The highly sophisticated power system on board this tank also allows it to push high speeds despite its strong armor. It is the ultimate hit-and-run unit, delivering extreme bursts of damage in a single shot and disengaging before the enemy has time to kill it.


The SSM has been rebalanced to be a slight outlier where artillery is concerned, being much faster but slightly shorter ranged and bringing further agility into Nod's lategame. It can effectively kite heavier enemies and also provide extra punch to a frontal attack.


Chem Warriors are getting a big overhaul including a brand new model, and will no longer just be green flamethrower infantry. As we wrote in more detail earlier, their new iteration are given armored suits to protect them from enemy fire and to make them uncrushable, at the expense of speed. They also deal more damage to tanks and less to base buildings.


Flame Tanks have received some big buffs, and can now even be a danger to lighter tanks, especially if grouped. This will allow Nod some manner of direct fighting power, but with the use of tactics more unique to them.


Nod's Gun Turrets now have a longer range. The range buff should help Nod more efficiently defend against steamrolling, and to survive the ardeous early rushes of the harder AI levels.


Lastly, Nod's Hover Transports have been given a unique model of their own, and now deviate from the others in having additional carrying capacity, but less health. This is to make it easier for Nod to use their strength in numbers when the transports are needed.



Next after Nod, the balance changes in this patch largely revolve around the Soviets. We mainly wanted to address their over-reliance on the Behemoth. Alongside other issues, this uber-artillery largely made V2s pointless.


The Behemoth has received a nerf to its range and so will still be a backliner, but not fully artillery, as the combination of extreme range and health caused the aforementioned problems. We have also disabled the flames spreading (the spreading flames are still visible in the animation above), to make its area-denial capacity more reasonable.


To compensate, the V2 launcher now has less minimum range and better damage to buildings and tanks, putting more focus on it as the Soviet's primary artillery.


The Soviet Flamethrower has been buffed a lot, and in addition to killing infantry should now also be proficient at taking on enemy recon. This is to provide the Soviets with better options for countering harassment and make it into the lategame with a strong economy, as they now cannot rely so much on just getting the Behemoth out.


As we previously revealed, the Shock Trooper also has a brand new model to make it more visually clear that it is a higher tier of infantry and cannot be crushed.

https://media.moddb.com/images/articles/1/298/297611/auto/unknown.png


As with Nod, the Soviets are also getting their own unique Hover Transport. Its unique feature is being armed with twin cannons at the front, allowing it to help clear a beach for landing and even assist the landed units against pushback. They also make it harder to ambush and kill it on the waters. As a trade-off, it has had to give up a bit of speed.



The Allies are receiving two major balance changes:


Firstly, their Gun Turrets are being nerfed to match the Nod ones in stats. This eliminates the inconsistency of two identical defenses performing differently, and means it will not be as easy for the Allies to fortify themselves into an unbeatable position.


Secondly, the Chrono Tank was given a large buff to its health, but an equal nerf to its damage. This is in an effort to push it into more of a flanking role on the battlefield, instead of only being viable for destroying poorly defended bases.


The Allied transport model also got improved, but follows the same design as the old one.




In addition to new graphics and balance, 8.0.0 also brings new content. For starters we have a brand new singleplayer mission! Chainbreaker, developed by Rampastring, has you playing as the Soviets and requires you to fully utilize their combined arms as well as the new amphibious transports to win. It also has improved difficulty scaling compared to earlier missions.

As well as the new mission, we are releasing a whole bunch of new multiplayer maps! These are:

Rust in the dust by Polish'dPole,
a 3-player map that has players desperately fighting for the scraps of a ruined desert town.

Sand Trap Reduxed by Bittah Commander,
an updated take on a classic TD map with better space and balancing.

Parted Paradise by Tiberius,
starting players on each side of a tib-infested ridge. Will you make a mad dash for the golden field in the north, or control the ridge as well as whatever secrets lie to the south?

Asymmetrical Warfare, a joint effort between Tiberius and Rampastring to create an asymmetrical yet balanced map.
https://media.moddb.com/images/articles/1/298/297611/auto/Asymmetrical_Warfare.pngEach player starts with their own way of building an economy, and ultimately reach the illustrious middle city hosting a valuable Stock Exchange.

Island Conquest by Tiberius,
where the recently added amphibious transports can really be put to use, as two pairs of players vie for control of an island region where each islands holds its own prize. Beware of rushes however, as the teams are connected by a bridge between their starting peninsulas.


We hope that you will enjoy the improvements and content of this patch, and join us for some online fun on CnCnet! The rest of the staff would like to especially thank our newest member Flame for making this update possible, as all of our new models are by his hand.

As usual, you can update DTA to the latest version through the client as usual or alternatively download either the full zip package or the installer from the download page.

Naval Patch Is Here!

Naval Patch Is Here!

News 2 comments

Naval transports have come to DTA! With them comes new balancing opportunities as well, and so we have given naval balance as a whole a major overhaul...

DTA 1.19 Is Here!

DTA 1.19 Is Here!

News 11 comments

DTA version 1.19 was just released and it is a BIG one, bringing massive gameplay changes including faction reworks, many new units, and overhauls to...

Happy chrono-easter!

Happy chrono-easter!

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This year's spring update brings more bunnies, maps and improvements.

Second Map Pack

Second Map Pack

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Kicking off the second round of MOTY with even more new content.

RSS Files
Dawn of the Tiberium Age v8.3

Dawn of the Tiberium Age v8.3

Full Version 6 comments

This is the full version of Dawn of the Tiberium Age v8.3: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.15 (1.195)

Dawn of the Tiberium Age v7.15 (1.195)

Full Version 6 comments

This is the full version of Dawn of the Tiberium Age v7.15: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.14 (1.194)

Dawn of the Tiberium Age v7.14 (1.194)

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v7.14: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.3 (1.193)

Dawn of the Tiberium Age v7.3 (1.193)

Full Version 5 comments

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...

Dawn of the Tiberium Age v7.2 (1.192)

Dawn of the Tiberium Age v7.2 (1.192)

Full Version 15 comments

This is the full version of Dawn of the Tiberium Age v7.2: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.1 (1.191)

Dawn of the Tiberium Age v7.1 (1.191)

Full Version 8 comments

This is the full version of Dawn of the Tiberium Age v7.1: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 1,985)
comradevolkovboris
comradevolkovboris

My win10 computer lags a lot in the game using any of the renders,even in cnc-ddraw,how can I solve it?

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tiberazure
tiberazure

Great mod , and i can see the value in it. But there are some very weird balancing and nerfing inconsistencies. 1)Lets start with Allies:
Where is the allied Gap generator, they have short range base defences and Gap generators were the only way to defend vs siege and sneak attacks. So it being gone, they are in a very vulnerable state.
Their cruisers are a joke or am i missing something, i understand in regular red alert Cruisers were strong. But this iteration and seeing what Soviets got in this mod, is a bit pathetic. 5 Deployed cruisers can not even destroy a tier 2 tower when being repaired. 5= 10k credits..meanwhile in vanilla it took only 1 and it had double the range and it did not need to deploy.
Meanwhile soviets got missile subs and Ultra sub, that does anything the cruiser do , but better. Talk about nerf( even though in lore it clearly stated that the only strenght of Allied forces had was their navy) .Their artillery is the worst of all factions, the basic artilley is really bad when it is not promoted to highest rank.
Their super units are fine, can't complain about those too much.
2) Gdi:
In its current state i firmly believe that Soviets > Gdi in most scenarios.
Their mainline tanks are better, as heavy tank is just better medium tank, and light tank is just for kiting but here the shells are much faster for heavy tanks so the light tank cheese do not work as well.
Disc throwers are worse V2 in most aspects, other than to deal with mass infantry.
On land maps capping a-10 to 3 is pretty harsh, as that is their main nuke and 3 of them can barely take out a Con yard, but they are literally made of paper so 2 AA can take them out before u wasted 6k credits.
Moving on to naval: their Carriers are really weird, i am not sure as if their targeting is bugged or they are on the same boat as cruisers to enjoy weakened state just "because why not", they can not sometimes hit anything with their mini bombers, i had 6 of em barely take out a flamethrower turret while 2 of them took out large building like powerplant; also if there are multiple enemeis the mini bombers start spreading their ammunition between each target, basically shredding their damage between each target.
And their super unit The proto suit, is okay but it really is a glass cannon andseeing as Gdi has no mobile repair units, which it really needs to do anything spectatular. Nods super units are just better, their infantry hero unit and their tank. Tldr Gdi feels very generalist faction, but when facing a good Soviet or very high difficulty soviet Ai , they just can not do much vs them.
Nod feels fine besides their ground artillery , it is honestly worse then Alliance, it is only good vs sniping infantry but vs anything else, i do not see the use of it. Could use maybe better mainline ground units , as light tanks and flame tanks vs other factions besides Alliance feel quite underwhelming in this mod.
Soviet feels quite powerful, besides their money hungry playstyle and powerhungry base defences. But overall they do feel they are the most "balanced faction when facing any other faction in the game".

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PolishedPole
PolishedPole

Disclaimer: What I'm talking about describes mainly Player Vs Player combat, around which most of the balance is focused, and Player Vs AI balance is secondary.

1. Allies
A) Gapgen unavailable, engine limitations.
B) Base defences are actually their strong point, their turrets just got a nerf because they were so damn powerful - Allied defences need no power to function, can chug up nukes and survive (and you cannot say the same about AGTs or tesla coils made of glass) plus they are really damn dirt cheap, you can plop them as a panic option whenever you want with no forward planning - pillbox can mush a commando and a wall of turrets is great alternative to tank group as a meathshield for artillery blobs that often support them.
C) Personally I gotta agree about cruisers - they aren't very strong, and you generally won't get much use out of them. They are somewhat handy best to poke at enemy units and make enemy do something about it over time or in groups to bombard multi-tile enemy structures, but otherwise they are cost-ineffective. If you want to destroy enemy bases efficiently, you are supposed to make amphibious landings with hovercrafts stuffed with tanks.
D) Allied arty is weak?! What?! It's dope! 600 credits per each, you can easily make entire battalions of those to eradicate infantry blobs before they even get close, counterbattery enemy arty, smash defences and even wither down enemy tanks, as long as they get Allied tanks or rocket infantry as close range support. Their real weakness is mediocrity as single units and bad mobility, but that's a little issue for Allies when they fight as a creeping fortress with blobs of units.

2. GDI
A) Medium tank - it's faster than heavies, if you can't fight them in enough numbers to secure a victory then retreat and get support or harass enemy harvesters.
B) Disc launcher - it's fairly expensive and vulnerable, but it used to be overpowered in large blobs. It's better as anti-tank weapon compared to V2 as well, though I also prefer V2 for its ruggedness and ability to win arty-to-arty fights.
C) A-10s are pride of GDI. They are not easy to use though, since they are made of glass - they rape anything and everything outside of AA cover, fry hordes of infantry, can incinerate EVERY SINGLE structure in the game, eliminate artillery blobs and can deal some frightening amount of damage to tanks. Probably only harvesters aren't great targets for those, but orcas can handle them.
But as I said - they are glass cannons, precise scalpels and not blunt hammers.
D) Carriers received the same treatment as cruisers, they are there to slowly wear down enemy and not turn bases to farmlands singlehandedly or in small groups. Their strength is ability to outrange and poke at anything with enough cover from other ships, but you are supposed to make amphibious landings to actually destroy bases efficiently.
E) GDI's commando serves different purpose than Nod's epic units - he is like A-10 a precise operations unit that can cause MASSIVE amount of damage to undefended bases but is easy to deter, so you use him to put pressure on enemy or exploit his unawareness.
F) XO powersuit can very easily outrun a cyborg and can cause more damage over time than Harbinger, plus unlike Nod's specials he has ability to damage multiple enemy tanks in a row with railgun, and can handle multiple weak vehicles much, much faster than the slow-firing plasmagun.

3. Nod
A) SSM works differently than other arties, it's less of raw damage dealer and much more of kiting units - you roll up near enemy non-artillery, you shoot them well outside their range, and you run, they are very fast for artillery and can outrange and out-shock MLRS.
Tanks can resist SSM, but over time the damage from multiple rocket launches will add up and get really obnoxious.
B) Light tank is kinda supposed to be mediocre - Nod is about trickery and they are well adapted to fighting not with the same thing but with different thing - their vehicles are bad against other vehicles, but they have 4 great antipersonel ones - a cheap speedster, a tanky splasher, a long-range kiter and a high-tech lightning bruiser. They are good at fighting tanks with their own infantry - rocket soldiers and chemical warriors can be rapidly unleashed from Stealth APCs to cause massive damage to enemy armor.
Otherwise you are supposed to destroy enemy economy with bikes and stealthies and overcome enemy with sheer numbers.

4. Soviets - they are the most newbie-friendly option since they are good in head-on combat and need little micromanagement. However, they are anything but versatile, in stark contrast to other factions they have very limited options to maneuver on the battlefield, their tanks, APCs, gatlings, V2s - it's all very slow compared to their counterparts from other factions.

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Tiberius1995
Tiberius1995

I assume you are speaking from a place of playing mainly skirmish? A lot of this doesn't really hold true in online play.

GDI's advantage over the Soviets is speed and flexibility. The Soviets are powerful but also a bit of a 1-trick pony, as GDI you have both speed and brute force. Against the AI a good way to win in this match-up is to out-eco the AI. GDI's versatile defenses and artillery units are really good for defending against the AI until you can build a large economy and push back.

The Nod SSM might not be great alone against tanks, but it has a high rate of fire and more speed than any other artillery, so a group of them can kite slow targets to death, even tanks. They also tend to win artillery wars because of the high RoF.

As for the ships, we wanted to move away from the gameplay where ALL that mattered on naval maps was water control. In previous versions people would get to a point of spamming nothing but T2 and T3 ships, and once you controlled the water you could quickly level the enemy base while he could do nothing.

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KingNogard
KingNogard

Excellent work people! I look further for more updates and improvements.

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rdiavlo21
rdiavlo21

I Install net 4.0
then nothing ... i run the DTA.exe... nothing happens...no error nothing at all....can anyone help..?

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Rampastring Creator
Rampastring

Try going into your DTA folder, then the \Resources\ sub-folder and from there try starting clientdx.exe.

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rdiavlo21
rdiavlo21

nahh... but thanks...i tried it also same ..same result i guess the client prevent the game to run in my system...
did the old versions have non-client exe?
maybe non client version will run...
can you give me some suggetions...?

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Rampastring Creator
Rampastring

DTA has used a client since 2013, any version that does not ues a client is heavily outdated to the point of practically not being the same game as current DTA.

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zZezz
zZezz

Its Great Mod, i love it. Can you make size all vehicles big than now, same same real life :)) . Body stay long time in map when they dead. Or you make button to change it in option :))). Players can choice it if they want. Thanks :))

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Rampastring Creator
Rampastring

That would not only require re-modeling the existing graphics (meaning it'd be a lot of work for not much gain), but it'd also be rather unfitting for the mod. Graphical simplicity and using the original graphics when possible is a core part of DTA.

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