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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Happy Holidays commanders! The DTA team are here with an early present, bringing balance changes, updated missions, as well as a brand new campaign system! Let's go over how this system works:

As can be seen in this image, the client can now actually track whether or not a previous mission has been completed and lock individually selectable missions that depend on a previous one being cleared. This means that you can go back and retry or replay specific missions without redoing the entire campaign.

For campaigns like The Toxic Diversion which has multiple possible routes depending on certain variables, the client can even track your choices and allow you to start a mission setting the variables via the mission selection screen once unlocked. This makes it a lot easier to try all the different paths without a full playthrough each time.

We have also made some changes to how we list difficulty levels. The standard "Easy, Medium, Hard" will apply to missions tailored towards a wider audience. However if you see the hardest difficulty listed as "Brutal" instead, the mission is intended to be somewhat harder than standard C&C missions and so it's recommended to clear it on a lower difficulty on your first playthrough. Missions with "Ultimate" as their final difficulty are tailored to provide top-tier players with a challenge.







During testing of this new system, we also took the time to overhaul some older missions to work with current balancing, as well as bring a few into Enhanced Mode. The missions are:

  • The Toxic Diversion Campaign
  • Mayday
  • Sarin Gas 1 & 2
  • Under Siege 2
  • Freezingly Desperate Grip
  • Multiplicating Force

We strongly feel that recent balance changes have only made these missions more diverse and fun to play, and we highly encourage even those who have already completed them to go and re-experience them.


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- Balance -


Aside from mission rebalance, this patch also brings significant balance improvements to certain units, in an effort to bring more variation to especially PvP matches.

Enforcer:


The Enforcer seems to have a balanced level of strength for the lategame it is mainly intended for. However its profficiency to power through lighter units and buildings has made epic-rushing too safe an option for the Allies. Therefore we are adding the Repair Bay as a prerequisite for it and upping its price by 100$. As we don't want this to be an overall nerf, we have also given it the ability to self-repair, as we believe an on-board repair crew also makes logical sense for a rolling barracks.


Chrono Tank:


The Chrono Tank has become much easier and more intuitive to use with its new mechanics. However its ability to escape via teleport after an attack has caused issues in PvP games. We did not want to nerf it as its previous iteration felt underwhelming for a heroic unit. So instead, we have opted to move it behind the Chronosphere, to simply delay its entrance into the game thus giving the enemy more time to prepare an adequate response. This also feels rather natural to us given it is essentially a miniaturization of the Chronosphere.

Heavy Tank:


The Heavy Tank has received some buffs to its power at the expense of a range point. This will help a core problem of the Soviets where their scaling throughout the game is very uneven. Previously a lone Heavy Tank was not significantly stronger than the much cheaper Medium Tank, however in big numbers their extra range made them near impossible to tackle head-on. This should even things out a bit and make the Soviets revolve less about a mad dash to their endgame.

Mammoth Tank(s):


Both of the game's Mammoth Tanks are getting buffed, particularly the Soviet one. They were rarely seen used and didn't seem worth their high costs. The Soviet one in particular should now properly compensate for its incredibly slow speed, and be the steamrolling monster it was meant to.


Behemoth:


The previous patch seems to have had a positive impact on the Soviet's overall playstyle in not over-relying on the Behemoth. However it seems to us that some powers buffs are in order, as the shorter-ranged Behemoth has proven a bit harder to utilize than anticipated.



Cyborg & Stealth APC:


These two units were both moved to now require the Bio Research Facility instead of the Temple of Nod to build. This is to give Nod a more even and gradual power-progression throughout the game, and not have both of their heroic units delayed compared to everyone else. This combo helps them apply some immediate pressure when accessing their tier 3, instead of it only serving as a stepping-stone towards the Temple.

Commando/Tanya:


This duo has received a somewhat balance-affecting quality of life improvement, in that they will no longer auto-target enemy vehicles that they stand no chance of killing anyways. They will only auto-target enemy infantry unless specifically ordered otherwise.

Heavy Raider:


This unit's previous model felt out of place to a lot of fans and certain staffers, and was deemed too obvious a reference to a certain movie. It now has a new model more closely inspired by a TS design. In addition they won't cause friendly fire damage to each other anymore.


Nod Heavy Raider In-Game

We hope that this patch brings more variation and polish to gameplay, as well as replay value to our campaigns. As always we hope to see you on the battlefield via CnCnet, and are planning to host a gamenight soon!

If you already have DTA installed, just run the client (DTA.exe) and let it update. If you don't yet have DTA installed, you can get the latest version from the Downloads page.

Dawn of the Tiberium Age version 8.0.0

Dawn of the Tiberium Age version 8.0.0

News 7 comments

Greetings Commanders! DTA version 8.0.0 just released, a patch that first and foremost sees big changes to Nod in order to return them to their roots...

Naval Patch Is Here!

Naval Patch Is Here!

News 2 comments

Naval transports have come to DTA! With them comes new balancing opportunities as well, and so we have given naval balance as a whole a major overhaul...

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.

RSS Files
Dawn of the Tiberium Age v9.0

Dawn of the Tiberium Age v9.0

Full Version

This is the full version of Dawn of the Tiberium Age v9.0: 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 v8.3

Dawn of the Tiberium Age v8.3

Full Version 6 comments

This is the full version of Dawn of the Tiberium Age v8.3: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.15 (1.195)

Dawn of the Tiberium Age v7.15 (1.195)

Full Version 6 comments

This is the full version of Dawn of the Tiberium Age v7.15: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.14 (1.194)

Dawn of the Tiberium Age v7.14 (1.194)

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v7.14: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v7.3 (1.193)

Dawn of the Tiberium Age v7.3 (1.193)

Full Version 5 comments

This is the full version of Dawn of the Tiberium Age v7.3: all files necessary to play are included, so you also don't need to have the original game...

Comments  (0 - 10 of 1,989)
Snarki
Snarki

My wishes for version 2.0:
1. In view of the high scale and high drawing range, it is necessary to increase the distance of unit firefights by two or three times.
Use this technique to improve tactical capabilities. Units that are in motion lose accuracy and aiming range. Allow the infantry to shoot on the move, also with a decrease in accuracy and distance. Reduce turret traverse speed by half to benefit from a surprise attack from the rear.
2. After the destruction of the base structure, leave the effect of smoke and burning for a long time for a better effect of war.
3. Make all tanks the effect of firing from a cruiser ship. The fight will look much more interesting.
4. Add the ability to dig in for artillery and infantry with an increase in accuracy and firing range.
5. Add factions with RA2 and Tiberian Sun, Dune 2000 (A la battlefield 2042 portal mode)
6. Add optional terrain deformation option. Like tiberian sun.
7. Add the ability for each building to illuminate everything around in a certain radius for night missions, or add the ability to build spotlights (of different colors).
8. Add the ability to capture uninhabited buildings, if possible.
9. Add maps with cities or villages.
10. Add the ability to move through scripts, as in tiberian sun.

I think many will support these improvements. I am ready to support the development. Thanks in advance.

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PolishedPole
PolishedPole

1. Primo that would feel alien to the original games, secundo the current combat is complicated as it is, tertio infantry is hardcoded to be turretless
2. That would needlessly make the situation on the battlefield less clear. DTA aims for vanilla games simplicity rather than overly elaborate graphical effects that make the situation unclear.
3...effect of firing from cruiser? Elaborate.
4. Primo, infantry cannot deploy or dig in. It's not RA2. Secundo, most artillery is already pinpoint precise and relies on mobility or burst damage, and the only artillery that could benefit from that is Allied Howitzer which is already very slow to turn and react and its ability would just needlessly complicate how the unit works.
5. Dune 2000 has unfitting graphics scheme and unmatching lore. RA2 and TS factions are just more advanced versions of current factions. Plus, 4 factions at the same time is already a huge burden to balance right.
6. DTA despite being based on TS engine completely disuses its terrain height mechanics because it aims simplicity and TD/RA1 feels. It's not going to get reversed.
7. That would feel really odd. Plus, why would a camouflaged tent give out blue light? Especially in the middle of nighttime operation? It would also largely negate effects of stealth generators. As of spotlights, then I personally could consider it, but for more competitive players it's nothing but sidebar clutter.
8. It's possible to capture neutral structures with engineers already. If you want garrisons in RA2 style - the engine doesn't support it.
9. We have them already and we are working on more.
10...move through scripts? Elaborate.

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Chetech
Chetech

Weird stuff happening to me while using the DTA client:
my 144hz monitor flickers hard when the DTA client is running, this also causes the game to lag. The flickering is the refresh rate of the monitor going down and up. It only happens with the DTA client, when I click on another window, the flickering stops.

Edit: leaving it for posterity. for some reason it conflicted with the adaptive sync of my monitor. Disabling it will fix the problem.

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Rampastring Creator
Rampastring

That's strange. I also have a couple of FreeSync displays driven by GPUs from both major gaming GPU vendors and I haven't encountered any issues with it.

By default the client runs at 60 FPS. If you want to, you could check whether changing the client's target frame rate helps. It's a hidden INI option; if you go to your DTA directory and open the Settings.ini file, you can add ClientFPS=144 under the [Video] section to make the client run at 144 FPS instead of the default 60.

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comradevolkovboris
comradevolkovboris

My win10 computer lags a lot in the game using any of the renders,even in cnc-ddraw,how can I solve it?

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tiberazure
tiberazure

Great mod , and i can see the value in it. But there are some very weird balancing and nerfing inconsistencies. 1)Lets start with Allies:
Where is the allied Gap generator, they have short range base defences and Gap generators were the only way to defend vs siege and sneak attacks. So it being gone, they are in a very vulnerable state.
Their cruisers are a joke or am i missing something, i understand in regular red alert Cruisers were strong. But this iteration and seeing what Soviets got in this mod, is a bit pathetic. 5 Deployed cruisers can not even destroy a tier 2 tower when being repaired. 5= 10k credits..meanwhile in vanilla it took only 1 and it had double the range and it did not need to deploy.
Meanwhile soviets got missile subs and Ultra sub, that does anything the cruiser do , but better. Talk about nerf( even though in lore it clearly stated that the only strenght of Allied forces had was their navy) .Their artillery is the worst of all factions, the basic artilley is really bad when it is not promoted to highest rank.
Their super units are fine, can't complain about those too much.
2) Gdi:
In its current state i firmly believe that Soviets > Gdi in most scenarios.
Their mainline tanks are better, as heavy tank is just better medium tank, and light tank is just for kiting but here the shells are much faster for heavy tanks so the light tank cheese do not work as well.
Disc throwers are worse V2 in most aspects, other than to deal with mass infantry.
On land maps capping a-10 to 3 is pretty harsh, as that is their main nuke and 3 of them can barely take out a Con yard, but they are literally made of paper so 2 AA can take them out before u wasted 6k credits.
Moving on to naval: their Carriers are really weird, i am not sure as if their targeting is bugged or they are on the same boat as cruisers to enjoy weakened state just "because why not", they can not sometimes hit anything with their mini bombers, i had 6 of em barely take out a flamethrower turret while 2 of them took out large building like powerplant; also if there are multiple enemeis the mini bombers start spreading their ammunition between each target, basically shredding their damage between each target.
And their super unit The proto suit, is okay but it really is a glass cannon andseeing as Gdi has no mobile repair units, which it really needs to do anything spectatular. Nods super units are just better, their infantry hero unit and their tank. Tldr Gdi feels very generalist faction, but when facing a good Soviet or very high difficulty soviet Ai , they just can not do much vs them.
Nod feels fine besides their ground artillery , it is honestly worse then Alliance, it is only good vs sniping infantry but vs anything else, i do not see the use of it. Could use maybe better mainline ground units , as light tanks and flame tanks vs other factions besides Alliance feel quite underwhelming in this mod.
Soviet feels quite powerful, besides their money hungry playstyle and powerhungry base defences. But overall they do feel they are the most "balanced faction when facing any other faction in the game".

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PolishedPole
PolishedPole

Disclaimer: What I'm talking about describes mainly Player Vs Player combat, around which most of the balance is focused, and Player Vs AI balance is secondary.

1. Allies
A) Gapgen unavailable, engine limitations.
B) Base defences are actually their strong point, their turrets just got a nerf because they were so damn powerful - Allied defences need no power to function, can chug up nukes and survive (and you cannot say the same about AGTs or tesla coils made of glass) plus they are really damn dirt cheap, you can plop them as a panic option whenever you want with no forward planning - pillbox can mush a commando and a wall of turrets is great alternative to tank group as a meathshield for artillery blobs that often support them.
C) Personally I gotta agree about cruisers - they aren't very strong, and you generally won't get much use out of them. They are somewhat handy best to poke at enemy units and make enemy do something about it over time or in groups to bombard multi-tile enemy structures, but otherwise they are cost-ineffective. If you want to destroy enemy bases efficiently, you are supposed to make amphibious landings with hovercrafts stuffed with tanks.
D) Allied arty is weak?! What?! It's dope! 600 credits per each, you can easily make entire battalions of those to eradicate infantry blobs before they even get close, counterbattery enemy arty, smash defences and even wither down enemy tanks, as long as they get Allied tanks or rocket infantry as close range support. Their real weakness is mediocrity as single units and bad mobility, but that's a little issue for Allies when they fight as a creeping fortress with blobs of units.

2. GDI
A) Medium tank - it's faster than heavies, if you can't fight them in enough numbers to secure a victory then retreat and get support or harass enemy harvesters.
B) Disc launcher - it's fairly expensive and vulnerable, but it used to be overpowered in large blobs. It's better as anti-tank weapon compared to V2 as well, though I also prefer V2 for its ruggedness and ability to win arty-to-arty fights.
C) A-10s are pride of GDI. They are not easy to use though, since they are made of glass - they rape anything and everything outside of AA cover, fry hordes of infantry, can incinerate EVERY SINGLE structure in the game, eliminate artillery blobs and can deal some frightening amount of damage to tanks. Probably only harvesters aren't great targets for those, but orcas can handle them.
But as I said - they are glass cannons, precise scalpels and not blunt hammers.
D) Carriers received the same treatment as cruisers, they are there to slowly wear down enemy and not turn bases to farmlands singlehandedly or in small groups. Their strength is ability to outrange and poke at anything with enough cover from other ships, but you are supposed to make amphibious landings to actually destroy bases efficiently.
E) GDI's commando serves different purpose than Nod's epic units - he is like A-10 a precise operations unit that can cause MASSIVE amount of damage to undefended bases but is easy to deter, so you use him to put pressure on enemy or exploit his unawareness.
F) XO powersuit can very easily outrun a cyborg and can cause more damage over time than Harbinger, plus unlike Nod's specials he has ability to damage multiple enemy tanks in a row with railgun, and can handle multiple weak vehicles much, much faster than the slow-firing plasmagun.

3. Nod
A) SSM works differently than other arties, it's less of raw damage dealer and much more of kiting units - you roll up near enemy non-artillery, you shoot them well outside their range, and you run, they are very fast for artillery and can outrange and out-shock MLRS.
Tanks can resist SSM, but over time the damage from multiple rocket launches will add up and get really obnoxious.
B) Light tank is kinda supposed to be mediocre - Nod is about trickery and they are well adapted to fighting not with the same thing but with different thing - their vehicles are bad against other vehicles, but they have 4 great antipersonel ones - a cheap speedster, a tanky splasher, a long-range kiter and a high-tech lightning bruiser. They are good at fighting tanks with their own infantry - rocket soldiers and chemical warriors can be rapidly unleashed from Stealth APCs to cause massive damage to enemy armor.
Otherwise you are supposed to destroy enemy economy with bikes and stealthies and overcome enemy with sheer numbers.

4. Soviets - they are the most newbie-friendly option since they are good in head-on combat and need little micromanagement. However, they are anything but versatile, in stark contrast to other factions they have very limited options to maneuver on the battlefield, their tanks, APCs, gatlings, V2s - it's all very slow compared to their counterparts from other factions.

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Tiberius1995
Tiberius1995

I assume you are speaking from a place of playing mainly skirmish? A lot of this doesn't really hold true in online play.

GDI's advantage over the Soviets is speed and flexibility. The Soviets are powerful but also a bit of a 1-trick pony, as GDI you have both speed and brute force. Against the AI a good way to win in this match-up is to out-eco the AI. GDI's versatile defenses and artillery units are really good for defending against the AI until you can build a large economy and push back.

The Nod SSM might not be great alone against tanks, but it has a high rate of fire and more speed than any other artillery, so a group of them can kite slow targets to death, even tanks. They also tend to win artillery wars because of the high RoF.

As for the ships, we wanted to move away from the gameplay where ALL that mattered on naval maps was water control. In previous versions people would get to a point of spamming nothing but T2 and T3 ships, and once you controlled the water you could quickly level the enemy base while he could do nothing.

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KingNogard
KingNogard

Excellent work people! I look further for more updates and improvements.

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rdiavlo21
rdiavlo21

I Install net 4.0
then nothing ... i run the DTA.exe... nothing happens...no error nothing at all....can anyone help..?

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Rampastring Creator
Rampastring

Try going into your DTA folder, then the \Resources\ sub-folder and from there try starting clientdx.exe.

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rdiavlo21
rdiavlo21

nahh... but thanks...i tried it also same ..same result i guess the client prevent the game to run in my system...
did the old versions have non-client exe?
maybe non client version will run...
can you give me some suggetions...?

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Rampastring Creator
Rampastring

DTA has used a client since 2013, any version that does not ues a client is heavily outdated to the point of practically not being the same game as current DTA.

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