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 v7.2: 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 v7.2 (1.192)
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SteamsDev
SteamsDev - - 273 comments

Finally, I don't have to live with the misery of my harvesters going from one end of the map to the other to deposit minerals. Hope this comes to TibSun soon.

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FixYourMod
FixYourMod - - 34 comments

Developer dont hear us and keeps doing random updates with new bugs?

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ChronoHyperion
ChronoHyperion - - 43 comments

Umm, what?
Elaborate

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FixYourMod
FixYourMod - - 34 comments

0 problems which I posted in comments to versions are fixed, only new appears.

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Rampastring Creator
Rampastring - - 1,187 comments

Aside from the potential radar capture bug in Lesson on Blood that we'll investigate, the things you pointed out were either just wrong, or requests that there is not enough demand for, or one-off engine bugs that we can't do anything about at this point of time.

What new bugs do you supposedly have found in this version?

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FixYourMod
FixYourMod - - 34 comments

New bug is reseting FoG on saves, and new bugs on loading like when easch player see his own game. And I still not understand why water transport removed and artillery get long range.

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Rampastring Creator
Rampastring - - 1,187 comments

What do you mean with "FoG"?

De-synced players after loading can happen as a result of corrupted or mismatched saves and is not a common issue. I just used the MP save feature two days ago and it worked fine for us.

Water transports don't exist because the Tiberian Sun engine hasn't supported vehicle transports. The transports could only carry infantry, which would be misleading and disappointing. If we can't make a proper implementation of something, then we prefer leaving it out entirely. That being said, we'll likely have more to reveal about this soon.

Artillery has long range because it's better for balance and makes for a more interesting game. Artillery were fairly useless with their short ranges in the original games, so we made them better. And they'd especially be useless with their original range on DTA's big maps. If you prefer the original balance, there's Classic mode.

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FixYourMod
FixYourMod - - 34 comments

FoW* Fog of war. Artellery OP vs infantry, dev make all defence structures uselss with this artillery range. Orca Dropship is fake transport? I nont play forabout year, now new coop maps, ald bugs, Avast now blocks game, ... I invite into game about 7 friends, so thats why I wait a lot from game :D

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Rampastring Creator
Rampastring - - 1,187 comments

There's plenty of infantry and defense use in DTA and they're far from useless. For reference, you can watch some high-skill games on DTA's official YouTube channel.

Vehicle transports can only be used in missions when deliberately scripted.

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FixYourMod
FixYourMod - - 34 comments

Do you know mission "Paradox Equation" from Retaliation where all groun units are broken? Heavy tank fires lightning, v2 fires nuke missle in close range, .... And what about artillery? Artillery have long range.

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UweWeber84
UweWeber84 - - 604 comments

They're fixing bugs, just not all at once. It's fair to assume not all bugs are fixed equal.

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Predatore
Predatore - - 13 comments

Have you changed the voice quotes of the mechanic? Or there are 2 set of quotes, and you randomly/rarely get a "hillbilly" mechanic? (I really like the hillbilly mechanic :D)

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Bittah_Commander Author
Bittah_Commander - - 848 comments

We actually did change it because everyone on the staff hated it for how it made the mechanic seem like a joke character compared to everything else in the game.

We recognize that some people do like it though, so we'll likely add an option to revert the old voice lines in a future update.

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mastersoto3
mastersoto3 - - 102 comments

Hey guys,

Discovered a possible bug. Was playing as Allies on Enhanced against the Soviets (hard enemy) on the second skirmish map in the list (can't remember the name now).

I was unable to capture the Soviet war factory with my engineers. Every other structure, yes, the war factory, no. When I covered my mouse above every other structure, I got the down arrow cursor, but above the war factory, nothing, white pointer cursor.

Might be something for you guys to look into.

Ach ja, before I forget, I also changed the explosion sounds to Red Alert, but when you blow a building up, it only ever makes the crumbling sound effect. Is it possible to add that big **** off explosion sound from the original game as well? I can't find it on youtube. That big echo-ey one.

Thanks!

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Bittah_Commander Author
Bittah_Commander - - 848 comments

The AI's war factories intentionally aren't capturable because they wouldn't allow you to build the units from whichever faction the AI is playing as, which is a side-effect from a work-around to allow the AI to build vehicles and ships from different factories.

Red Alert seems to play either the crumble sound or the other one at random, while TD only played a single sound for all buildings that were destroyed.
I'm considering to remove the RA Crumble Sound option and to instead have the game play all 3 sounds (TD's building explosion, RA's crumble sound and RA's big building explosion) at random.

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