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.
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!
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 :
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.
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!
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...
Detailing additional changes made in DTA version 9.9.0.
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...
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...
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...
This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).
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...
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...
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...
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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
For some reason, the map editor does not work for me. No error appears. What could be the reason?
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.
Everything worked. Thank you very much!
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.
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!
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.
Is magnific mod
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?
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.