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.

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!

FACTION INFO - CHOOSE YOUR ALLEGIANCE

GDI Nod Allies Soviet

Join us on Discord


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RSS Articles

DTA: Covert Revolt Development Update


Greetings Commmanders!

We shared some news about our upcoming Covert Revolt (CR) singleplayer campaign during our TS 24th Anniversary live-stream event last month. This news post echoes the news for those who missed the stream.

If you haven't heard about the CR campaign before, check out our earlier news post and trailer!

DTA: CR Features


The image above outlines the CR features we revealed during the stream. Consider this information additive to what we revealed last year - all the points that we revealed last year still apply, aside from the length of the campaign. I'm going to keep it simple and just explain each point in detail :

  • There is a branching storyline - CR has multiple points where you can make decisions that affect how the story will play out.
  • Currently I have 7 different endings planned for the campaign. Which one you get depends on what choices you make through your journey.
  • CR has 3 primary routes or branches: A, B, and C, which all have 2 or 3 different endings. Choices made during the early missions will decide which routes you end up on. Each route contains an unique set of missions - they're not just copy/pasted versions of each other, but each route can be considered a full campaign of its own.
  • Each route of CR contains between 14 and 20 missions. All routes of the campaign, when combined, will contain a total of over 30 original missions for you to play! Each mission also contains cutscenes with the "visual novel" style system that we revealed last year.
    • This means that one playthrough of the campaign can be expected to take around 20 hours (+- 5 hours depending on your skill level and chosen difficulty), while a full "completionist" playthrough of all routes can take up to 50 hours.
  • I recently asked the public for testers, and a great number of people volunteered to test the campaign. In addition to people in our staff, this means that CR missions are getting a lot of playtesting and improvements based on feedback - you can be sure the experience will be polished when you eventually jump into the campaign yourself!
  • CR missions contain dozens of optional objectives. They bring a variety of effects - some tie in to the branching storyline, some make the current mission easier, others make future missions easier or different, etc.
  • As said last year, I have paid special attention to difficulty scaling in this campaign. Our good number of playtesters have further helped with getting the difficulty scaling right. Easy is easy, while Hard is hard. Everyone who has beat the original WW C&C campaigns should be able to also beat CR on the easiest difficulty levels and routes, while veterans will find themselves greatly challenged by the hardest difficulty levels.

Unfortunately, I also have to announce a delay for the campaign's release date. As originally announced, I wanted to release CR this year already. However, I realized that fleshing out all branches of the storyline so that the story does not feel "rushed" or otherwise low-quality at any point requires a greater number of missions. This is why the number of missions has increased from last year's 20+ to 30+, which has forced me to push the release date to the first half of next year.

I hope this delay will be worth it in the campaign's quality when it eventually reaches your hands next year.

Other upcoming updates


Advanced AI


Advanced AI


While CR is our biggest project at the moment, it is not everything that we've been working on. To keep you entertained during the wait, we are preparing big changes to our Skirmish AI. Particularly, it is in the process of learning to expand its base towards multiple resource fields, which will make it a much more competent, human-like and simply fun opponent to face on most maps.

This change will also make the AI more fair to play against, because its expanding has allowed us to radically reduce its cheats, while still roughly retaining its original difficulty. Thus, it will be possible to utilize various tactics against the AI that previously have mainly only worked against humans. For example, the AI is now vulnerable to economic starvation by hunting its harvesters, and eliminating its refineries or factories with flank attacks is now also easier to achieve (because its base is not only one big blob).

We will release a separate news post about all features of the new AI when we will eventually release it, some time later this autumn. So, stay tuned for more updates, Commanders!

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...

First half of TD GDI Co-Op campaign released!

First half of TD GDI Co-Op campaign released!

News 3 comments

Detailing additional changes made in DTA version 9.9.0.

Announcing our TD GDI Campaign Co-Op Remake

Announcing our TD GDI Campaign Co-Op Remake

News 8 comments

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...

DTA Version 9.8

DTA Version 9.8

News 6 comments

Detailing the changes and additions in our latest update.

RSS Files
Dawn of the Tiberium Age v10.0 (with videos)

Dawn of the Tiberium Age v10.0 (with videos)

Full Version

This is the full version of Dawn of the Tiberium Age v10.0: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v10.0

Dawn of the Tiberium Age v10.0

Full Version 4 comments

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...

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 v9.9 (with videos)

Dawn of the Tiberium Age v9.9 (with videos)

Full Version 1 comment

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...

Dawn of the Tiberium Age v9.9

Dawn of the Tiberium Age v9.9

Full Version 4 comments

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...

Dawn of the Tiberium Age v9.8

Dawn of the Tiberium Age v9.8

Full Version 7 comments

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...

Comments  (0 - 10 of 2,024)
StygianHD
StygianHD

Just want to say thank you for updating this game and keeping it going. It really is great to see and I look forward to getting stuck into it when I get some free time again.
My dad and me used to play the original games when I was a kid and he is loving this mod. I can appreciate the difficulty scaling a lot too because my dad is in his 70s and isn't very sharp or good at games anymore haha. Can't wait for the new update :-D

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Vasa14
Vasa14

For some reason, the map editor does not work for me. No error appears. What could be the reason?

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Rampastring Creator
Rampastring

The map editor requires the 64-bit .NET 7.0 Desktop Runtime.

You can download it from Microsoft at Dotnet.microsoft.com

I will try to make it display an error message when try you launch it without having the runtime installed, theoretically it already should but it seems to be bugged somehow.

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Vasa14
Vasa14

Everything worked. Thank you very much!

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Rampastring Creator
Rampastring

You're welcome.

If you need any help with mapping itself, feel free to reach out, or join our Discord server where there's also other mappers on the mapping channel who are able to provide assistance when necessary.

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Da1ofgreatness
Da1ofgreatness

I can't load my multi-player games once I updated to v.10. Is there a fix for this? I updated to v.10 from 9.9.3 because once I had all 4 contacts in skirmish, the unit build menu would not show the Behemoth, Chonotank, Enforcer, or Tanya available to build as well as the Allied Navy units weren't available either even with the Allied Navy Yard built. PLEASE HELP!

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Rampastring Creator
Rampastring

I replied to you on our Discord server.

But to repeat, are these save files you are trying to load created with the new v10 or with the older v9.9.3? Saves from the previous version are not compatible.

As for having tech of multiple factions, you might've bumped into what is known as the "Whiteboy bug", named after the modder who discovered it. The game's sidebar is limited to 75 icons, once you exceed that, new icons won't show up. Unfortunately, I don't think all tech of all of our factions is able to fit in these 75 icons, so you can't have access to literally everything at the same time. We might be able to fix this bug in the future, but for now this limitation exists.

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OZONO_SUN
OZONO_SUN

Is magnific mod

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SeriousToni
SeriousToni

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?

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Rampastring Creator
Rampastring

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.

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