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.

FACTION INFO - CHOOSE YOUR ALLEGIANCE

GDI Nod Allies Soviet

Features:

  • 37 new singleplayer missions, 37 new co-op missions and over 150 original multiplayer/skirmish maps!
  • Enhanced mode brings competitive balance and new units that stay loyal to the spirit of the original games
  • Classic mode for the enjoyers of the very original experience
  • Active multiplayer community on Discord
  • Stand-alone - the original games are not required!
  • New custom map editor for creating your own maps!

Join us on Discord


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RSS Articles

Dawn of the Tiberium Age Logo

DTA Version 11.5


Greetings Commanders! We'll go directly to the point this time: we have prepared a new patch for you, providing new maps, bug fixes and other improvements. Let's first showcase the new maps, they all have 6 players for some good 3v3 Co-Op fun:

[6] Sedona's Future

[6] Sedona's Future, a remake of the "Sedona Pass" map from RA2 Yuri's Revenge.


[6] Bay of Pigs

[6] Bay of Pigs, a remake of the map from RA2 Yuri's Revenge.


[6] Nowhere to Run

[6] Nowhere to Run, a remake of the map in Tiberian Sun: Firestorm.


[6] Unrepentant

[6] Unrepentant, another remake from RA2 Yuri's Revenge.


New map editor (WAE) tools

On the topic of maps, our World-Altering Editor made mapping for DTA much faster than ever before. Now it has become even more powerful with a new line-based terrain drawing tool!

Cliffs, shores, and roads can all be quickly created with this tool, instead of having to place them manually piece-by-piece. Credits to ZivDero for contributing the original code for this tool to our open-source map editor project, which we then improved on together.

WAE - Cliff placement


WAE - Shore Placement

"Covert Revolt" Campaign Development

DTA: Covert Revolt Logo


Many of our fans have been asking about our ambitious campaign project, "Covert Revolt". We are happy to announce that we now have two of the campaign's major routes ready, with the third well on the way. We just finished the 27th mission earlier this week, and there's only a few more to go before the campaign is ready for release! Unless I suddenly get hit by a bus or encounter another similar tragic event, you can expect the release to happen during the summer.

CR Route C #12

Preview for the 12th mission of Covert Revolt's C route


Updates to older missions

While we've been hard at work on creating new campaigns, we've also updated our older missions. Some fans brought to our attention that a couple of our older missions were destroying them really hard. To check for issues, we played them as well, and also got destroyed harder than intended. We concluded that the affected missions "Bunny Hunt" and "River Raid" had got harder over time due to changes to balance and game engine logic, so we nerfed both of them.

We also fixed the score screen colors of all our old missions. Traditionally the Tiberian Sun game engine had hardcoded score screen casualty colors to gold and red, matching colors of GDI and Nod in the original game. For DTA that obviously wasn't very fitting with our 4 factions. We recently managed to lift this limitation, so we are now able to customize the score screen colors separately for each mission.

Casualty colors

Score screen colors in DTA v11.5 in a mission with a Soviets vs Allies setting.


Change Log

This new patch also brings some other minor bugfixes and improvements. You can read the details on our change log page.

We hope these minor updates will keep you entertained until our big release of Covert Revolt later in the summer.

World-Altering Editor: New map editor for TS and RA2/YR!

World-Altering Editor: New map editor for TS and RA2/YR!

News 14 comments

What once was the DTA Scenario Editor, has turned into the World-Altering Editor, with full support for Tiberian Sun and RA2 Yuri's Revenge! This news...

DTA Version 11 Released! Advanced AI Online!

DTA Version 11 Released! Advanced AI Online!

News 3 comments

Observe superior tactics while you still have human eyes...

DTA "Covert Revolt" Campaign Development Update

DTA "Covert Revolt" Campaign Development Update

News 6 comments

Sharing news that we revealed during our TS 24th Anniversary event live-stream.

DTA Version 10; Part 2 of TD GDI Co-Op Campaign released!

DTA Version 10; Part 2 of TD GDI Co-Op Campaign released!

News

Earlier in the spring, we released the first half of our Co-Op remake of the Tiberian Dawn GDI campaign, and promised to deliver more. Now we're releasing...

RSS Files
Dawn of the Tiberium Age v11.5

Dawn of the Tiberium Age v11.5

Full Version

This is the full version of Dawn of the Tiberium Age v11.5: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.5 (with videos)

Dawn of the Tiberium Age v11.5 (with videos)

Full Version

This is the full version of Dawn of the Tiberium Age v11.5: 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 6 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 v11.4 (with videos)

Dawn of the Tiberium Age v11.4 (with videos)

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v11.4: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.4

Dawn of the Tiberium Age v11.4

Full Version 1 comment

This is the full version of Dawn of the Tiberium Age v11.4: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.3 (with videos)

Dawn of the Tiberium Age v11.3 (with videos)

Full Version

This is the full version of Dawn of the Tiberium Age v11.3: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 2,034)
Rangerxlt07
Rangerxlt07 - - 22 comments

Hello all, i understand spy will disguised as enemy human players colors no matter how many opponents there are.

For up against AI skirmishes and campaigns, it will be detected without its camouflage once it get close to any units, without needing the dog or the deployed sensor array to detect stealth. Game limitation i believe.

Thanks Developer for your hard work. Been enjoying it

And on the Soviet Campaign: Truly Desperate Grip, I used the MAD tank deployed just below the lower middle map tiberium crystal point, guarding it with 20 rocket soldiers and more, while the fast moving quad tank AA trucks or Armed personnel Carrier (APC) taunts the enemy to lure them towards the MAD tank. Missle launchers, Artillery, rocket bike and buggies clear in a few pounding, undeploy and run away with the chinook helicopter for fast heavy lift back to the base. Does it on hard, but requires a few luck and tries as it gets tedious after a few lures.

Thanks for everything :)

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PolishedPole
PolishedPole - - 215 comments

MAD tank on Truly Desperate Grip?
Sounds like a novel, if cheesy tactic
Also, by doing it on hard you mean the easiest difficulty level ("hard") or the hardest ("ultimate")?

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Rangerxlt07
Rangerxlt07 - - 22 comments

the medium hard or brutal as it is called. the middle one :)

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PolishedPole
PolishedPole - - 215 comments

That's still impressive
It's very difficult to beat the thing with even well managed, most optimised conventional forces (mammoth tanks, flame towers, tesla coils, V2 launchers) on Brutal, and on Ultimate it's supposed to be pretty much the hold the line-mission to end all hold-the-line-missions

MAD tank is more intended to destroy underdefended bases rather than stomp large waves of attacking vehicles so it'd be strange for it to beat most of a mission of this sort by itself and small support squad

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Nevindar
Nevindar - - 63 comments

Nerfed the Bunny Hunt mission you say? Well, having hit my head against it again for awhile, I can't really see any difference. I've trying it now and again since it was released, but can't even find a 'bunny hole' before I'm ruined. Even on easy, I barely last an hour and a half.

I either run out of money, units or both. The tide of bunnies is nearly unrelenting. And I can't even look away for a few second to try and scout the map before crystal bunnies or laser bunnies are killing something somewhere - out-ranging almost everything, without triggering any defensive reactions from the units (even in guard mode, they just sit there, melting).

The old Giant Ant missions are a cakewalk in comparison (part due to the ants taking decent damage from tanks, while most of the bunnies do not. Everything in the Ant missions is also way cheaper to build). Toxic Diversion, while very challenging, was also doable. But Bunny Hunt is hard in a way I can't figure out.

So whats the trick? Just have to try and get a mix of tanks, rocket launchers and humvees, and micromanage them perfectly to counter the multicolored death balls early? Infantry seems mildly useful at first, but as soon as the fire, crystal and laser buns show up, they become cost inefficient and die in droves.

Love the game otherwise, its just this one mission that is surprisingly hard.

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Rampastring Creator
Rampastring - - 1,193 comments

There's a few components to handle to beat Bunny Hunt.

1) Unit counters. Some of the bunnies are vulnerable to armor-piercing weapons (tank shells, rocket infantry and advanced guard tower missiles), others to machine guns or high explosive weapons (rocket launchers).

Try to build a diverse arsenal of both tanks and rocket launchers, and for defense, use both Advanced Guard Towers and regular Guard Towers. Early in the game, when you haven't teched up yet, a good mix involves Hum-vees, Medium tanks, and Guard Towers as well as Rocket Infantry.

After teching up, Mammoth tanks and the X-O Powersuit are good because they are both "generalist" units that are effective against all armor types and as such, all of the different kinds of bunnies. A powerful, easy-to-micro late-game mix usually includes the X-O, Mammoth tanks, and possibly some Rocket Launchers if you feel you benefit from their long range.

Micromanagement of course helps, particularly formation of keeping the tanks / X-O in the front and Rocket Launchers in the back.

2) Economy. Aggressively build refineries, sell extra ones off if you lose harvesters. Seek new fields to harvest, clear them of bunnies and expand there by base-crawling or building a spare MCV, then build refineries there as well. Build a repair facility and repair damaged vehicles.

3) Scouting. As you said, this is hard to do with individual units because they get destroyed. So you need to perform "recoinnaissance by force": gather an army and attack with it to a direction. Pay attention to where the bunnies are coming from, that way you'll also discover the bunny holes.

Veteran units in DTA have high sight range and so can also be used to effectively scout. A veteran Hum-vee or Medium tank is good for this.

If you've already survived for 1½ hours, it sounds like you shouldn't be very far from beating it. Usually people say that the beginning is the hardest part of the mission.

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danimadrid1984
danimadrid1984 - - 86 comments

Hi,
Anybody know how to replace tiberium for ore, in maps, when playing allies or soviets?
Thanks!

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Rampastring Creator
Rampastring - - 1,193 comments

It is not possible.

You can toggle the "Harmless Tiberium" game option to make Tiberium not damage infantry, though.

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Megaauthor
Megaauthor - - 95 comments

Guys, regarding the bunny mission.

When Nod forces came and deploy (On Hard mode) Nod base just build Power plant and Hand of nod... and that's it. What gives?

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Rampastring Creator
Rampastring - - 1,193 comments

Hmm. It has worked fine for us before, although it's been some time since any of our staff played the mission.

The map doesn't have anything wrong at a quick glance, I guess we'll have to retest it.

Reply Good karma+1 vote
Megaauthor
Megaauthor - - 95 comments

I'm guessing its quiet recent, since I remember playing the same map and the Nod forces did build their base while their reinforcements tries to stop me from reaching their premature base.

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