Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. 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.

Description

This is the full version of Dawn of the Tiberium Age v6.8.13: all files necessary to play are included, so you also don't need to have the original game installed. To install, simply extract all files to an empty folder and then run DTA.exe to play.

Preview
Dawn of the Tiberium Age v6.8.13 (1.168)
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SquishyforGDI
SquishyforGDI

Brilliant!!! Love the trees and the missions
Do you plan to add more missions? In any particular order?

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Bittah_Commander Author
Bittah_Commander

More missions will certainly be added in the future but in no particular order.

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SquishyforGDI
SquishyforGDI

Cool! Can I upvote the for molotov bothers mission.

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Bittah_Commander Author
Bittah_Commander

You can suggest it, but we mainly just make whatever we're in the mood for.

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hollowsmith
hollowsmith

Hi! I get freezes when I save my game, even menu could close before freezes happen. I have to call process manager to stop it. Tried to change renderer type, compability fixes, resolution - still no clues. I'm able to load that saved game though. Don't have that with Twisted Insurrection. Windows 10 OS. Any suggestions?

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Rampastring Creator
Rampastring

If you use a different Renderer (in the client's Options menu) than in Twisted Insurrection, change to that renderer.

Otherwise, usually when the game "freezes" after saving, the game isn't actually frozen, but the pause menu is just invisible, so you can actually click on the "Resume Mission" button if you find it (or remember where it is, slightly below the center of the screen) and continue playing.

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Templarfreak
Templarfreak

Hey, I've been meaning to ask is the hack that enables multiple MCVs publicly available? Perhaps as a ModExe patch file? Or is it just available by default in the newest version of the launcher?

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Rampastring Creator
Rampastring

The exact hack that DTA uses is not publicly available, and we also can't make it publicly available because the author of the hack wants it to remain private.

There are other work-arounds for multiple MCVs and ConYards though: Ppmforums.com

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Templarfreak
Templarfreak

Those work-arounds aren't too satisfying. Well, if there was a way to have side/house-specific units spawned on the map in the same way the No Silos option works, I guess that one would be totally fine.

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Templarfreak
Templarfreak

I mean, as it stands it could be possible to set up a hugely complicated system that covers every contingency of # of units to spawn and side/house, then load those rules, replacing the current Select Your Side dropdown box, but boy that would be a lot of work. And not even sure if that would actually totally work. If nothing other than the hard-coded Side box can pick your side for you.

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Bittah_Commander Author
Bittah_Commander

Have you actually tried the work-around Rampastring linked to? DTA used and older (worse) version of that work-around for several years (because the spawner and client both had much fewer features at the time) and the main downside right now is that you can't have starting units (but those are too random to be fair anyhow) and you can't un-deploy your Construction Yard while having no structures after ~2 minutes (or whatever you change it to) when Short Game is enabled.

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KevinL
KevinL

With the removal of the Spy's hijacking ability, in Sarin Gas 2 he can still enter some parked trucks for some reason except he simply disappears and the mission can't be completed.

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KevinL
KevinL

Some other things in Sarin Gas 2 after completing it:
The dogs have a very short sight distance meaning spies can sneak around them if they stick to corners and walls.
The Mammoth Tank that can be captured from a War Factory gets destroyed by the Flame Towers incredibly quickly.
Tanya seems to have to run up to oil barrels to be able to shoot them.
The General has a robot voice, I'm assuming it's meant to be Volkov but they don't have his name.
Either method of destroying the Flame Towers at the exit don't seem to detonate the oil barrels, which I'm assuming they're meant to do.

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Bittah_Commander Author
Bittah_Commander

I passed your feedback on to the mission's creator (stormrider).
The barrels aren't meant to be detonated by destroying the flame turrets, but Tanya is indeed supposed to be able to blow them up from a distance. For now I'll just remove Tanya's C4 in this mission to solve the issue because she doesn't need it here anyhow.

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