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
RSS Articles

The DTA team are here with an early present this year! A long-requested feature has finally been made possible with the recent release of the RA1 source code, as well as Rampastring's talents and dedication: Naval transports!

lsticon64


We have been teasing them for a good while, and we are finally ready to release them. But that's not all! We thought this was a good opportunity to take a look at naval balance in general.

Beach Landing

Our core philosophy this time around was that we wanted to play things a little safer and balance navies according to a more consistent system, since naval balance has been an issue basically since its introduction. While faction asymmetry is a big part of keeping things interesting, navies really had no "baseline" system the same way as lands units. With so few units in the roster of each faction to begin with, we concluded that our previous approach to navies was too chaotic at its core to ever become balanced.


As such, tier 1 ships are now fast scouts and dedicated anti-air, and tier 2 are main battleships. The repair ships have become more general support vessels and can deploy into sensor arrays. Tier 3 are still long-range bombardment, but with much shorter ranges and generally more damage to other ships, making them more of naval artillery and less emphasized on taking out enemy bases on their own. Naval dominance will now pave the way for amphibious landings, keeping naval relevant without losing the water meaning you automatically lose the game.


We have also lowered the pace of naval combat a bit in general, as it generally seemed too frantic, to the point unit micro was almost inconsequential. Big fleets of warships destroying each other in the blink of an eye also just felt wrong.

orcaicona10iconheliiconlbowiconmigicon


Furthermore, we have brought aircraft more into the mix to give players more options to tackle and enemys naval dominance. This should also help keep the tier 1 ships relevant throughout the game, as sufficient anti-air to stop groups of aircraft will now be a bigger and more important investment.
Here's a bit of a closer look at what this means for each faction, as well as how we designed our transports:

Amphibious Transports


lsticon64


These will largely be the same as in the original TD and RA. However we chose to make them a little bigger as we thought that 5 vehicles leaving such a small thing looked a bit odd, even with C&C's imperfect scales.
Another notable difference is that, due to some remaining engine limitations, DTA's hovercraft can move on land, but at a *much* slower speed than on the water. This is to prevent unintended cheese tactics from especially some of the slower factions like the Soviets, and to ensure that things such as APCs and Chinooks retain a place in the game.

Nod


scarabiconlascoriconsboaticon


Nod perhaps got the biggest overhaul with the new design direction, as the old approach caused Nod to be way too dominant.
Firstly, the Scarab has had its model changed entirely so that we could give it a fully rotating turret and with it the ability to move and fire at the same time (Q-move). This was to give more value to its signature speed, since bike-like hit'n'run has turned out to have little value on the waters.


Since tier 2 ships are now the default main battleships, the Laser Corvette is finally free of its awkward in-between state of a role, and we have balanced it to have the necessary baseline power instead of it being so heavily reliant on its deployed state. The deploy function remains, but for the sake of both balance and logic, it now needs to divert power to its cloaking system, cutting down on the range of its laser. This makes the deployed state more of an ambush mode than a main battle stance.


The Sea Shadow has simply been brought more in line with other tier 3 ships and should no longer be overpowered. We have also made changes to its projectile, so it will no longer bombard itself and its allies when its target dies.

Allies

ddiconfrigateiconcaicon


To better fit with its new role, the Allied Corvette now has a flak cannon for its turret, and higher speed. The Frigate's visuals remain the same but it no longer targets air. The Cruiser does a lot more damage to other ships, but still needs to deploy to engage all of its cannons.

GDI

boaticonmcruiseiconcarriericon


In line with the new balance system, the Gunboat is now slightly faster and less powerful. The Missile Cruiser is still unique among the main battleships in that it has more emphasis on area damage. As such, while they excel in big battles, GDI players should make sure to always mix in some Gunboats, as faster enemies can dodge the Cruiser's aft missiles.
The Aircraft Carrier deals decent damage to other ships now, and its deployed state should be a bit more useful with aircraft being a counter to ships.

Soviets

ssiconmsubiconluniconp941icon

The Soviets will remain a slight exception to the new tier system, as we can't fully fit their navy to it and still have their submarines still feel unique. We have however tried to address the sheer insane pace at which fights with the Soviets often took place, so while their subs still stand out, they are not quite the same glass-cannons as before.


The basic Submarine remains the Soviet main fighter, however their short range and relatively low damage to buildings keeps them easy to to repel from your coastline in case of losing control of the water.
Missile Subs now have a deployed mode that helps them auto-target enemies, which should make intercepting enemy aircraft more realistic without jedi reflexes. However they deal less damage to other ships now, resulting in Soviets having an inverted tier 1-2.


As a unique deviation from our general approach this patch, the Ekranoplan has become more hybrid in function due to the Soviets unique roster. They now fall somewhere between a tier 2 and tier 3 ship in terms of combat stats, while retaining their potentially high speed but long acceleration time. The P941 epic submarine still provides the Soviets with a powerful long-range bombardment option.


All in all, naval combat should now be a more consistent and balanced affair, while the transports allow for new tactical options previously unseen on the Tiberian Sun engine.
We hope you will join us for some watery fun on CnCNet. If you don't have Dawn of the Tiberium Age installed already you can get it from the download page now! If you already have it installed, just run the client and let the auto-updater do its thing.


If you're as excited as we are that naval transports are here and also enjoyed the rest of our patches this year, including DTA 1.19, oil derricks and easter bunnies, consider giving us a vote for MOTY.

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!

News 2 comments

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

Second Map Pack

Second Map Pack

News 1 comment

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

Lots of New Stuff, Even More to Come!

Lots of New Stuff, Even More to Come!

News 4 comments

A look at what DTA's devteam and community have made lately, and what is to come.

RSS Files
Dawn of the Tiberium Age v1.195

Dawn of the Tiberium Age v1.195

Full Version 4 comments

This is the full version of Dawn of the Tiberium Age v1.195: 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 v1.194

Dawn of the Tiberium Age v1.194

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v1.194: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.193

Dawn of the Tiberium Age v1.193

Full Version 5 comments

This is the full version of Dawn of the Tiberium Age v1.193: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.192

Dawn of the Tiberium Age v1.192

Full Version 15 comments

This is the full version of Dawn of the Tiberium Age v1.192: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.191

Dawn of the Tiberium Age v1.191

Full Version 8 comments

This is the full version of Dawn of the Tiberium Age v1.191: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 1,960)
Zegathor
Zegathor

Main Menu is scaled perfectly to my screen but in game is horribly small even tho I have it at the same Resolution as the Menu. Any help with this?

Reply Good karma Bad karma+1 vote
Bittah_Commander Creator
Bittah_Commander

Sorry for the late response; in case you still need help with this, just lower your in-game resolution if you want things to look larger in full-screen mode.

Reply Good karma+1 vote
danimadrid1984
danimadrid1984

Hi,
Is there any option to change tiberium for ore on Red Alert battles? I think it's weird to play with allies or soviets with tiberium as resource.
Thanks!

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

No, although you can make Tiberium not deal damage to infantry by enabling the 'Harmless Resources' option.

Visually changing tiberium into ore could cause some funny visuals on some maps that have been designed with tiberium in mind. Particularly green or blue lighting could look off on an ore field.

Reply Good karma+1 vote
danimadrid1984
danimadrid1984

Thanks for your reply.
However, I think in previous version is it possible, right?

Reply Good karma Bad karma+1 vote
Bittah_Commander Creator
Bittah_Commander

It was indeed, but we noticed that many players often solely turned that option on for the sake of making resources not harm infantry and this had the effect that Rampastring described of making areas of maps that were designed with tiberium in mind look strange.

Reply Good karma+1 vote
JimJam1991
JimJam1991

Hi, is it possible to use the map editor to create a map where the player can basically do nothing, and simply watch selected units fight that i've put on the map, such as 10 GDI medium tanks vs 10 Allies medium tanks, and similar stuff?

If so if someone could take the time to explain it a bit i'd appreciate it :)

Thanks

Reply Good karma Bad karma+1 vote
Rampastring Creator
Rampastring

Yes, that's possible.

You could join our Discord server to discuss it: Discord.gg

Reply Good karma+1 vote
DudeWithNoName
DudeWithNoName

will there be a scaling option? i cant see at max resolution and lower resolutions are either off screen or completely blurry for me to play

Reply Good karma Bad karma+1 vote
Bittah_Commander Creator
Bittah_Commander

Have you tried using a low resolution with different renderers? You might get a sharper result with a different renderer (1600x900 looks fine on a 1080p monitor for me with cnc-ddraw for example).

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

Average

9.6

230 votes submitted.

You Say

-

Ratings closed.

Highest Rated (15 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
888 members
Files
43
Articles
61
Reviews
83