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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DTA Spring Update

News

So, we hoped to deliver a bigger update with maps, singleplayer and co-op missions by the end of last year. As you know, that didn't happen. The biggest reason for that is that near the end of last year, our multiplayer community got far more active. During the last half a year, it hasn't been a rare sight to see 20 players online simultaneously, and more people have been talking about DTA and organizing games on various Discord communities. As a result, we've actually been playing our own game instead of only creating content for it.

While spending time on playing, we haven't been all inactive when it comes to updates. We've released 14 updates since our last news post. With the active PvP community and our participation in hundreds of games, we've managed to gather feedback and implement a lot of competitive balance changes. We've also added new multiplayer maps and our usual stream of client and game engine updates as well as new terrain has continued as well.

Ore Rig

Cliffs of Lunacy

Operation Barachiel

Speaking of multiplayer maps, multiple players from our active online gaming community have also got interested in creating maps for DTA. Flippy, Tiberius and TrainStation have all made some pretty maps within the last couple of months.

Creepy Obstruction

Dawn at Dawn

Rocky Ridge

During Easter we also released the "Bunny Hunt" special mission, which has gathered a lot of praise. Despite being an Easter special it's still available, so go play it if you haven't already! While DTA's missions are known for being hard, I made this one lighter than usual so everyone could have fun in it.

...oh, you actually like it hard? You want to challenge yourself? Don't worry, there's still an extra twist for you who enjoy torturing yourself on Hard mode.

Bunny Hunt

While our gameplay and balance have been in a good state for years and we've also improved them greatly within the last year, we've identified some more ways to make our game more interesting. We also haven't forgotten the plans to create more singleplayer and co-op missions. The work that we did for them prior to our multiplayer community exploding is still there, and we've been continuing it, with some missions already finished and more under development.

So while we've been rather lazy with PR work (or too busy developing and playing to do it), which involves writing news posts, there's been a lot happening behind the scenes! Expect to see a major update with significant gameplay changes and new missions later this year!

DTA in 2018

DTA in 2018

News 6 comments

We haven't been standing still despite our relative silence.

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.

RSS Files
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 v1.178

Dawn of the Tiberium Age v1.178

Full Version 2 comments

This is the full version of Dawn of the Tiberium Age v1.178: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.176

Dawn of the Tiberium Age v1.176

Full Version 6 comments

This is the full version of Dawn of the Tiberium Age v1.176: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v1.175

Dawn of the Tiberium Age v1.175

Full Version 3 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 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...

Comments  (0 - 10 of 1,879)
SpaceRangerFULLHD
SpaceRangerFULLHD

What is future of this mod? Maybe You plan to add Dune 2000 sides?

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Lin_Kuei_Ominae
Lin_Kuei_Ominae

Main issue with adding Dune is the completely different art style. The camera angle, lighting, design are all different and would stand out way too much among TD/RA1.
As PolishedPole mentioned, there are surely also many special Dune logics that don't exist in TS. For some we could do workarounds, but in the end it would surely feel even more incomplete than DTA's Allies without GAP, Spysat, Thief etc

One day i might make a Dune Sandworm SHP unit and offer it Bittah to be included as a special map gimmick, but so far there are still many other more important things left to do.
Mainly better balancing, changing some stuff to fix bugs and exploitable sideeffects that ruin balancing etc

A few new graphics (remakes) for very ugly original stuff will be added too.

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PolishedPole
PolishedPole

But what is the Sandworm without the Spice?

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PolishedPole
PolishedPole

I really doubt.
IIRC a long time ago someone on discord asked for that, and devs denied, due to unfitting graphics. Too bright stuff and too detailed buildings. And if my technical knowledge is right, there are no tiberium types left for spice (devs hardly made scrap metal work, and it can't even have its own spawner or spread to adjacent tiles and if it's under a tree it's labeled "ore").
It's also not possible to simulate unit-oriented mind control of any sort, (so no Deviator Rocket Artillery System), and complicated sandworm logic is unavailable too.

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APB_ICE
APB_ICE

Rampastring (in reply to a response from my last post a few months back)

Ah fair enough, yeah I figured engine limitations would be the reason for the lack of Gap tech, it's unfortunate but maybe someday there will be some way to add the logic. If not, maybe some sort of substitute could be added someday? Not stealth of course, but some way of giving Allied forces a slight stealthy edge.

It would be really nice if they had field mechanics though, since there's no engine limitation preventing that, although I don't know how it would affect balance. They could probably just be weaker and more fragile than Nod MRV's though, or some other way of balancing them.

Something else I thought of as well; Why isn't there a Fog of War option? That was available in TS and it would be really nice to have; there are a lot of times where I want to play without shroud but don't want the map totally perma-revealed either, and FoW was the perfect middle ground for that.

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Rampastring Creator
Rampastring

We've thought about fake buildings, but Bittah thinks we shouldn't add them as DTA doesn't have RA's "FAKE" overlay text for fake buildings.

Field Mechanics would have the issue pointed out by PolishedPole.

Fog of War actually causes random crashes with most renderers due to a buffer-overflow bug in the engine code that's responsible for drawing buildings under fog.

Yeah, we're seriously limited by the engine. :(

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APB_ICE
APB_ICE

Here's a crazy idea for making Field Mechanics work; What if you used an infantry sprite for a vehicle, and coded it similarly to the Nod MRV, but with different stats for balancing (weaker and more fragile but perhaps cheaper?)? :O

The only issues I can see with this is that he would require a war factory and would be uncrushable, but that can easily be handwaved so I'd think it's a worthy trade-off.

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PolishedPole
PolishedPole

In older version of Twisted Insurrection my prime tactic for killing Adult Visceroids attacking my harvesters was crushing them with the vehicle.
If it were about me, I'd just make MRV available for Allies too. Preferably with Field Mechanic voice responses. And I wouldn't mind if it was Allies-exclusive.
But as I said, I'm no developer here.

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APB_ICE
APB_ICE

As a last resort, we could try giving the Allies their own version of the MRV, perhaps basing it on the Bergepanther or similar WWII recovery vehicles. To distinguish it from the Nod MRV, it could have different stats like a slower repair rate or lower speed/health but cheaper price, or something like that.

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PolishedPole
PolishedPole

I like that idea, but I'm not sure what devs think of it.

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Lin_Kuei_Ominae
Lin_Kuei_Ominae

A vehicle using an infantry art is bad, because
-it can't have idle anims
-it occupies an entire cell, unlike normal infantry where 3 of them can stand on the same cell
-it can't be transported in APCs
-it gets the big vehicle selection box, which is pretty unfitting for such a visually tiny unit

It might work however if the field mechanic as vehicle is given like a second infantry walking alongside. This one pulling a big material supply wagon to explain why the "mechanic team" can't enter APCs and to fill the cell a bit more to explain the big selection box.

Vehicles can be made crushable.

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APB_ICE
APB_ICE

A "Mechanic Team" pseudo-infantry vehicle unit would be cool. I just really want the Allies to have their Field Mechanics back in some way or another.

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PolishedPole
PolishedPole

Ummm... aren't there any dummy pips available or something? Ppmforums.com
Wait, wait, wait a second... How was the Spy made capable of fooling enemy eyes in multiplayer in DTA?

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PolishedPole
PolishedPole

Actually, there is engine limitation when it comes to field mechanics. It's not possible to code infantry to automaticaly repair vehicles, there is only making them force-fire.
I think giving Allies fake structs that have half/quarter/whatever the price of original's, but identical durability could give them a small edge, but I'm no dev here.

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APB_ICE
APB_ICE

So it only works for vehicles (Nod MRV, repair ship, etc.), but not infantry? He can't be made to work like a Medic but for vehicles instead of infantry?

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Lin_Kuei_Ominae
Lin_Kuei_Ominae

infantry can heal infantry
vehicles can heal/repair vehicles
It's hardcoded that one type can't repair/heal the other. The special cursor for repair/heal wouldn't appear and the only option is force firing.
That in turn is problematic, since the unit would auto-attack enemies and repair/heal them, but it wouldn't auto-attack your own units (why force firing is necessary).

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Highest Rated (14 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

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