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 Version 9.8

News 6 comments

You might've noticed that we released version 9.8 of DTA last weekend.

This is a relatively smaller patch, consisting mostly of balance and gameplay changes. They are, however, fairly important ones, and address several feedback items that our community has given to us over the last couple of versions. We'll go over the most significant of them and explain our motivations behind them.

Before that, however, let us mention we also added a bit of new content with this update: the "A Bridge Too Many" Co-Op mission, and the "The Ice Must Floe" multiplayer map. Grab some friends and go play them!

[3] A Bridge Too Many

[3] A Bridge Too Many by Rampastring


[7] The Ice Must Floe

[7] The Ice Must Floe by Chronoseth


Green Tiberium (Riparius)


Starting with the gameplay changes, we reduced the damage green tiberium causes to infantry by 37.5%. Previously green tiberium dealt as much damage to infantry as in Tiberian Dawn, while our maps, including tiberium fields, are typically are much larger. This denied infantry use in tiberium-heavy maps a bit more than we, and our players, liked.

Advanced Infantry


Not surprisingly, the advanced infantry, two of which we added in the previous update, didn't have their balance entirely perfect and they have been adjusted:

  • The GDI Grenade Launcher had a bug that caused it to never go prone, which effectively lowered its HP in some situations (most weapons in the game deal reduced damage to infantry that are prone). This has been fixed.
  • The GDI Grenade Launcher is no longer immune to crushing. It was never meant to be a front-line unit, since it has the range to fight behind tanks, and the speed for hit-and-run attacks.
  • The Allied Machine Gunner was found to be a bit too strong. Large groups of these were able to slaughter massive numbers of enemies without any backup from other units. To reduce its power, it will no longer go prone, its veterancy buffs have been reduced, and its damage against tanks has been cut by 20%.
  • The Chem Warrior and Shock Trooper were found to be outclassed by the GDI and Allied infantry additions. They've both got a 19% increase in HP. For the Shock Trooper, we also fixed a bug that caused it not to auto-fire on nearby enemy targets.
  • The Soviet Flamethrower infantry was found to be overpowered and was toned down; it fires slower and deals less damage to buildings, infantry and recon units. It is, however, still an effective companion to Soviet armies for its price.

Aircraft


We also adjusted the balance of some of our aircraft. We likely aren't done with tweaking aircraft yet, but here is a "first batch" of balance changes as we continue to work on more of them.

  • The ORCA was found to be a bit too weak for its price, so we reduced its price from 1100 to 1000. In case it is still found too weak, we'll be buffing it by other means, since the ORCA is a relatively high-tech aircraft and reducing its price below 1000 would feel wrong.
  • The A-10 Warthog was found to be too weak for an epic unit by most of our players. We specifically tracked this into it feeling too risky to use: its high damage made it extremely powerful when the enemy had no anti-air defenses, but due to its low HP, it was easy to lose even to the tiniest amount of anti-air, while a good AA cover left it no space on the battlefield. To reduce the risk-reward and make it more useful in all situations, we increased its HP and reduced its price, but also reduced its speed to make surprise A-10s and "A-10 kamikaze" less punishing.
  • The Yak was too strong and was the go-to aircraft to build as Soviets, even outclassing the Mig's anti-armour damage with its massive area of effect. We reduced its damage by 6% against buildings and 20% against tanks.
  • The Mig now deals 20% more damage against artillery and tanks. This makes the Mig truly fearsome against tanks, and gives the Soviet aircraft distinct roles where you want to prefer Migs against heavily armored targets, but Yaks against lightly armored ones.

And then, some individual unit changes:



We recently moved the Nod Cyborg epic to tier 3 (Research Facility) from tier 4 (Temple of Nod), alongside the Stealth APC. We felt this was good for making Nod's power progression more linear, but it also turned out to open the door to some really oppressive mid-game cheese attacks with Chem Warriors and the Cyborg in a Stealth APC, especially if the Nod player rushed for this combo. To balance it, we've moved the Stealth APC back behind the Temple.


Version 9.6 made the Chrono Tank actually powerful again, and now it truly works for multiple purposes, including epic fire-support and surprise cheese attacks on the enemy's base. It is powerful enough that we felt it no longer needed its anti-air weapon.


Talking about anti-air, we felt that Allies needed to spam a bit too many of these to achieve an effective mobile anti-air defense. It made them tedious to micromanage, especially because Allies depend relatively a lot on numbers even when it comes to regular ground forces. We shifted its power to be less spam-based by increasing its price and damage, so you need fewer of them for a decent AA cover.

Finally, this is not related to gameplay anymore, but we also remade the mission briefing screens to be higher in resolution and closer to those of the original games:

GDI Briefing Screen Nod Briefing Screen


Allied Briefing Screen Soviet Briefing Screen

New mission briefing backgrounds created by Bittah_Commander


That covers most of the changes for version 9.8. Alongside these, we've also been doing a lot of work helping CCHyper get the Vinifera engine extension ready to be usable for the whole TS modding community, and continued work on the Covert Revolt campaign, still scheduled for next year.

Naval Artillery


As usual, you can download the build here on ModDB, or if you have DTA installed already, you can update through our client.

See you on the battlefield, commanders!

DTA "Covert Revolt" Campaign Announcement

DTA "Covert Revolt" Campaign Announcement

News 11 comments

Announcing our new singleplayer campaign that we displayed a trailer of in our anniversary event.

DTA v9.7 released! New advanced infantry, gameplay changes and TS anniversary celebration

DTA v9.7 released! New advanced infantry, gameplay changes and TS anniversary celebration

News 7 comments

Detailing some of the design choices in our latest update.

Dawn of the Tiberium Age version 9.5.0

Dawn of the Tiberium Age version 9.5.0

News 1 comment

Major patch with a bit of everything: new maps, a co-op mission, gameplay and visual changes, bugfixes, engine improvements and a whole new map editor.

Introducing the DTA Scenario Editor

Introducing the DTA Scenario Editor

News 5 comments

A new, powerful open-source map editor. Built to be familiar to existing mappers, it provides a lot of quality-of-life improvements and new features over...

RSS Files
Dawn of the Tiberium Age v9.8

Dawn of the Tiberium Age v9.8

Full Version 4 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...

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 v9.7

Dawn of the Tiberium Age v9.7

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v9.7: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v9.6

Dawn of the Tiberium Age v9.6

Full Version

This is the full version of Dawn of the Tiberium Age v9.6: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v9.5

Dawn of the Tiberium Age v9.5

Full Version

This is the full version of Dawn of the Tiberium Age v9.5: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v9.0

Dawn of the Tiberium Age v9.0

Full Version 2 comments

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...

Comments  (0 - 10 of 2,016)
john_drak
john_drak

Excellent mod.

Now that DTA comes with a new, much improved map editor and all, I think it would be nice if you eventually add a thorough user manual to accompany the editor, both for multiplayer/skirmish maps and for missions. Most things can be figured out in some manner as it is, but a proper manual would make things so much better. Please consider it.

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Rampastring Creator
Rampastring

I can see how it'd be beneficial, but unfortunately we're stretched thin on developers.

If we create tutorials, they'll likely be video recordings, like the [4] Lakesides mapping video that we revealed the editor with.

Another possibility is that once I've managed to make the editor support terrain height and so Tiberian Sun, someone from the TS community outside of our stuff could make tutorials.

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john_drak
john_drak

OK, thanks for the consideration. A few videos showing off a few key 'tricks' would indeed be useful, and the other possibility is something too. I do have most things figured out already (I've done experimentation in the past too), so I'll probably produce something eventually anyway.

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Rampastring Creator
Rampastring

If you have any questions, feel free to reach out! Either here on ModDB, or our forums, or if you want to get a response the fastest, then on our Discord.

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john_drak
john_drak

Thank you! It won't be very soon, I'm dealing with something else right now, and there's no guarantee I'll commit to DTA map editing after all, but when and if the time comes if I have questions they'll probably appear in the forums.

And to close this with a small feature request with no pressure about time or anything, though you're probably planning to do it already: support in the editor for custom AI triggers, to enhance missions with AI attacks and the like similar to how you did for the 2nd tutorial mission.

Thanks again!

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Rampastring Creator
Rampastring

I'm indeed planning to do it at some point, but I don't know about the timeframe yet.

I'm also unsure about the interface, as I've personally found it much more convenient and efficient to create the AI triggers manually with Notepad++ rather than use any community-built tool for it. But I realize that having an user interface makes it more accessible for new mappers and AI scripters, so I'll still likely design and create something for it at some point.

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Megaauthor
Megaauthor

How do i unlock TTD Finale D? I'm getting headache just trying to unlocked it

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Rampastring Creator
Rampastring

Start mission 3 with the chem lab destroyed and civilians not saved. Then slaughter the civilians and finish the mission.

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Megaauthor
Megaauthor

Thanks!

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BOUND4GLORY
BOUND4GLORY

Will the Fun Park missions ever be added in a later update?

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Rampastring Creator
Rampastring

We haven't ruled dinosaur missions out, but we don't currently have plans for them either.

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