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


Discord Become an affiliate
Affiliates:Our button: .... ....
....

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

DTA in 2018

News 6 comments

We've been somewhat quiet this year. A peek at our change log page however reveals that despite our laziness with writing news posts, we haven't been just idling; we've released 11 updates this year. These updates have focused more on improving and optimizing the game engine, balance, and our existing content rather than pumping out new maps and missions. We are, however, also working on new playable content that we hope to release with an update closer to Christmas. But let's first go over the most important changes in our smaller updates this year. We'll only cover the most significant changes. For smaller changes you can check out the full change log.

Balance

The Sea Shadow and Soviet Ekranoplan weapons were reworked. The Sea Shadow now has a cluster missile that splits early, while the Soviet Ekranoplan is no longer an aicraft carrier but only fires missiles instead. The Behemoth was found somewhat too game-deciding, so its rate of fire was lowered while the spread of its flames was increased. This makes it more of an option to dodge its projectiles and avoid the damage with fast units, while it still deals a lot of damage when it hits, with the flames further increasing the damage through their damage-over-time effect. We also made its elite weapon more interesting with chemical flames.

behemothflames


Technical

In the original game's multiplayer, the map was always revealed when you died. This was bad for co-op missions as the reveal could spoil missions, and it also made it possible to spoil team-based PvP matches like 2v2s and 3v3s, as one dead player could tell their teammate about the other team's forces. Now the map is only revealed in FFA games and regular (non-mission) co-op games.

dkeeton and FunkyFr3sh of CnCNet have worked hard on improving the TS-DDRAW renderer, which now finally solves all performance and menu visibility issues for most people. Performance of online games has also been improved significantly through enhancements to the game engine's networking code. Speaking of online games, we've also had a decent number of people online lately.

lobby2

We also found a critical bug in the game engine that made it reset the difficulty level of a mission to Normal whenever you re-started a non-campaign mission. In other words, if you've played DTA's singleplayer missions, they've possibly been either significantly harder or easier than intended, depending on which difficulty level you selected. This is fixed now. Talking of singleplayer missions, we've also added 3 new missions since DTA 1.16's release last year: Drive's remakes of Sarin Gas 1 and 2 were added in last December, while Morpher's East Asian Front was added in last weekend's update.

East Asian Front

There's also the usual bunch of smaller client and game engine updates.

Mapping

Mappers have got new terrain to play with; the temperate platform tile set now has ramps and smaller variants of Nooze's big crater have been added. The interior theater has been expanded with an interior platform tile set, and creating interior areas has been made easier with visible shadows for interior wall pieces in the map editor. We've also made road endings that lead into a cave.


Future updates

We reached the 8th place in MOTY voting last year. We never really got around to thanking you for it, so here it goes: thank you! It was a really great and unexpected surprise, and we got there thanks to your votes.


Despite our silence and these updates we've also been working on more things behind the scenes. I've personally spent more time studying the TS game engine with other CnCNet team members, which makes fixing bugs and implementing new functionality easier in the future. We've also been working on new maps, missions and co-op missions, which we hope we can deliver to you with a larger update near Christmas.

Stay tuned for more updates during the coming weeks! Or if you'd rather prefer an alternative news source and discussion forum, you can also reach out to us in our new official Discord channel on CnCNet's server: Discord.gg

DTA 1.16 Release Time

DTA 1.16 Release Time

News 6 comments

It's December 1st, which of course means that DTA version 1.16 will be released today like we announced in our previous news posts.

DTA 1.16 Game Engine and Client Improvements

DTA 1.16 Game Engine and Client Improvements

News 7 comments

Alongside new content and gameplay changes, DTA 1.16 also includes several improvements to the game engine and client.

DTA 1.16 Gameplay Changes

DTA 1.16 Gameplay Changes

News 14 comments

DTA version 1.16's release on December 1st will come with a large number of gameplay changes, of which I'll cover the most notable ones here.

DTA 1.16 Release Date

DTA 1.16 Release Date

News 7 comments

DTA 1.16 will be released on December 1st. Expect to see a lot more updates within the next 3 weeks!

RSS Files
Dawn of the Tiberium Age v1.175

Dawn of the Tiberium Age v1.175

Full Version 2 comments

This is the full version of Dawn of the Tiberium Age v1.175: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age Installer

Dawn of the Tiberium Age Installer

Full Version 4 comments

This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).

Dawn of the Tiberium Age v1.174

Dawn of the Tiberium Age v1.174

Full Version

This is the full version of Dawn of the Tiberium Age v1.174: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.173

Dawn of the Tiberium Age v1.173

Full Version 7 comments

This is the full version of Dawn of the Tiberium Age v1.173: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.172

Dawn of the Tiberium Age v1.172

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v1.172: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.170

Dawn of the Tiberium Age v1.170

Full Version 10 comments

This is the full version of Dawn of the Tiberium Age v1.170: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 1,760)
KevinL
KevinL

The latest update causes the client to crash, error message:
HRESULT: [0x887A0005], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_DEVICE_REMOVED/DeviceRemoved], Message: Unknown
On the OpenGL version:
The type initializer for 'Sdl' threw an exception.
The XNA version still works.

Reply Good karma Bad karma+1 vote
Bittah_Commander Creator
Bittah_Commander

What operating system are you running on?

Reply Good karma+1 vote
KevinL
KevinL

Windows 7.

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

What is your graphics card?

Reply Good karma+1 vote
KevinL
KevinL

On a notebook with an Intel Integrated HD 3000, but I don't think the game should require graphics acceleration when the engine is 19 years old.

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

Despite that the game itself is old, the client is not.

Reply Good karma+1 vote
KevinL
KevinL

Still, maintaining backwards compatibility is important as players for classic RTS games and mods don't always have the greatest system specs.

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

I know. Hence why we have the XNA version and still support even Windows XP even though it prevents me from using newer .NET Framework versions than 4.0.

Going by specs the Intel HD 3000 should be able to run the client, but I'd guess there's some kind of driver issue that makes it crash with the latest version of MonoGame.

Reply Good karma+1 vote
Panzermann11
Panzermann11

Hey there, last time I asked a bunch of requests of things that I want to be added into DTA and you agreed to most of them, but days later I saw that you weren't doing them because you were focusing on other stuff rather than caring about DTA maybe IDK.

So, here's my reprised list of things that are still yet to be added into DTA, along with some explanations.

- Replace the cyborg's death sounds with the German Red Alert infantry death sounds for Volkov.

(FunkyFr3sh's Red Alert installer has the censored German version incase you don't have one, make sure that you check the censored German version during install)

- Add Reload Fire from Red Alert to the track roster.
(In Red Alert, to hear it press the Westwood Studios icon on the menu)

- About the original icons though, I felt like I wanted the original icons instead of the ones in DTA because they look diffrent from what I remember from C&C. They just don't look the same from the original.

Now all that's done, here are some more requests, mostly new units.

- Add an Allied phase transport in Skirmish. I mean, think about it. The Brotherhood of Nod had a stealth transport vehicle and one for the Allies would be fitting because they had advanced technology with the help of Einstein and also would make them a bit useful aswell.

- Add naval transport vehicles, if the TS engine is capable of that. Because I needed some other things to ambush enemies from behind using transport vehicles with less chances of getting bombarded by defenses. Maybe.
If not possible, I'd just have to assume the engine is kinda limited when it comes to unique stuff.

- Rename the C&C faction's radar "Comm. Center" to "Communications Center".

Apart from those, I played DTA lately and saw some more inconsistencies:

- Nod's airstrip icon said "Airstrip" and when hovered over it said "Airfield".

- Nod's research facility's icon said "Research Labs" but it said "Research Facility" when hovered over, you get the damn point.

Reply Good karma Bad karma+1 vote
Bittah_Commander Creator
Bittah_Commander

Just because we don't implement changes immediately, it doesn't mean we've forgotten about them. Instead of repeating your suggestions whenever they get pushed down and filling the front page with nothing but your suggestions, I suggest you make a topic at the forums: Ppmforums.com

Reply Good karma+1 vote
Panzermann11
Panzermann11

Ohh, OK then.

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

We used to have a phase transport for the Allies but we found that it was technologically clashing with Nod and what's worse, it was OP when paired with Tanya's C4. If the enemy happened to lack a sensor array you could blow up a building with Tanya, run back into the invisible APC, drive next to another building, blow that up and then run back to APC and so on until you had taken out everything critical.

While Nod stealth APC attacks also tend to be game-deciding, they don't have a C4 unit and so you have a chance to prevent your base getting destroyed even if you lacked a MSA.

As for naval vehicle transports, we'd add them but unfortunately the TS engine doesn't support them.

Reply Good karma+1 vote
Panzermann11
Panzermann11

- The naval mine's icon said "Sea Mine" and when hovered over, it said "Magnetic Water Mine". Also I noticed it used the C&C voices instead of the Soviet's.

- Soviet's repair boat said "Repair Ship" but said "Repair Ekarnoplan" when hovered over.

Ugh. Can't you guys just name things that are a lot more closer to what the icons called?

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C: Tiberian Sun
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.6

211 votes submitted.

You Say

-

Ratings closed.

Highest Rated (12 agree) 9/10

The Dawn of the Tiberium Age: ****: Look For the Dawn Dawn of the Tiberium Ages (DTA) is a Tiberian sun mod that looks to recreate the game that started it all, Tiberian Dawn. In that regard, DTA is a massive success, with the mod capturing the look, spirit and feel of the original game. It does not stop there however, as DTA takes Tiberian Dawn to the next level, including skirmish modes and online support for fans. Graphically, DTA mimics it's ancestral father perfectly, the charmingly simple…

May 20 2012 by TheReviewer

Embed Buttons
Link to Dawn of the Tiberium Age by selecting a button and using the embed code provided more...
Dawn of the Tiberium Age
Statistics
Last Update
Watchers
802 members
Files
32
Articles
54
Reviews
64