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 1,844)
DarkRavenBest
DarkRavenBest

I dont get it, why the hell soviet "schilka" AA Vehicle calle "Gattling tank"?

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Rampastring Creator
Rampastring

For the same reason why the M1A1 is called "Medium tank". Unit names in TD and RA (and by extension, DTA) are simplified like that, and the "Gatling tank" name made the most sense for Shilka.

The Gatling tank was also fitting as a name since it's a unit in Yuri's Revenge which shares roughly the same roles as in DTA: anti-recon, anti-air and anti-infantry. So naming it "Gatling tank" instead of "Shilka" made its role easy to understand for existing C&C players.

Reply Good karma+1 vote
ldoneldoneldoneld
ldoneldoneldoneld

You are Great! Mod is very usable and original.
Do you Plan to add Dune 2000 content in futue to make mod more Full of C&C univerces?
And/or do you Plan make "Dawn of the Tiberium Age 2" which will combines All RA2/YR, Tiberian Sun and Dune 2000, and all it's factions will be playable in same as closely as possible?

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Rampastring Creator
Rampastring

The Dune 2000 content is graphically significantly different from the Tiberian Dawn and Red Alert assets, so it sadly wouldn't fit in well.

We also have no active plans for making a DTA-like mod that combines Tiberian Sun and Yuri's Revenge as we have enough work in our current mod.

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KevinL
KevinL

The GDI AI refuses to build Helipads on Tech Level 6 in Enhanced, maybe because it is set only to build Runways which become available at 7:
I.snag.gy

The Nod AI also gets access to the Tiberium Fuel upgrade somehow even though it becomes available at 7, however the buildings seem to have full health when selected so it may be a graphical issue:
I.snag.gy

On Rocky Ridge it also seems possible to start a map as spectator without any AI players, not sure if this is intentional.

The Nod AI also seems to build RA Advanced Power Plants on low tech levels, this screenshot is on TL2. This isn't a graphical issue as APPs aren't available normally. The GDI AI is also able to build regular Advanced Power Plants when under Tech Level 5:
I.snag.gy

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Bittah_Commander Creator
Bittah_Commander

Allowing the GDI AI to build helipads on lower tech levels would cause it to land A10s on them, which would be a more common problem than having it the GDI not build aircraft on a tech level people rarely play on.
Admittedly it's still a problem though, so we'll have to keep looking for a proper solution.

While the AI's Advanced Power Plants with Tiberium Fuel may look like they have full health, their health is still only half as much as that of a regular Advanced Power Plant and their damaged graphics properly represent this. If their health bar would also show lower health, it'd cause the AI to keep repairing the structure forever until it'd run out of money.

You can start almost every map as a spectator without AI players present and that's not a problem.

Having the Nod AI build the wrong power plants is a side-effect of having 4 different factions while the TS engine actually only supports 2 of them. For higher tech levels I've accounted for this by making many clones of Nod's Advanced Power Plant, but for lower tech levels there's no proper solution that wouldn't cause the AI to build nothing but power plants for a while at the start of the match (allowing you to easily destroy it before it has any defenses).

Is there any reason in particular why you're playing on low tech levels by the way?

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KevinL
KevinL

I was wondering if there were any tech levels on which you had access to the improved base units of DTA without some of the more exotic additions, however they didn't seem to have a lot of structure.

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KevinL
KevinL

I noticed that the Hover vehicle locomotor from TS is still present in the mod, but only used for the bonus crate Hover MLRS. Since it allows a vehicle to be amphibious, couldn't it be used for a landing craft that would be more efficient at getting infantry across open water than the Chinook? It wouldn't affect the naval pathfinding as it could use the Hover speedtype. To avoid confusion about what it can carry the unit could be specifically named an amphibious APC/IFV/Infantry Landing Craft/Troop Carrier. The AI may be able to use it for infantry attacks on naval maps as well, adding a layer of complexity there since it doesn't know how to use transport aircraft. The unit would need a good amount of firepower though so landing forces wouldn't be run over by defending vehicles (excepting uncrushable units).

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Bittah_Commander Creator
Bittah_Commander

Pathfinding actually depends on the MovementZone rather than the SpeedType, which means that hovering vehicles wouldn't be any different from amphibious vehicles in that sense. Since it's no longer possible for units with Amphibious MovementZones to plot paths over shores in DTA (which was necessary to get ships to work correctly), the only way to have a vehicle that's able to move on both land and water is by giving it MovementZ which makes units unable to automatically navigate around any kind of obstacle at all (you can notice this with the Hover MLRS as well) and for this reason DTA has no (and won't have) buildable amphibious units of any kind.

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Bittah_Commander Creator
Bittah_Commander

"MovementZ there was supposed to be "MovementZøne=Fly", but apparently Mod DB always changes that to "MovementZ" unless I replace one of the letters in "Zone" with something else... 😒

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Highest Rated (13 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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