This is the full version of The Dawn of the Tiberium Age v4.14.7: all files necessary to play are included, so you also don't need to have the original game installed.
To install the mod, simply extract all files to an empty folder and run DTA.exe to play.
Version 4.14.7:
Build 1.1447
Released: Sep 10, 2015
- Added: You can now repeat your last message in the CnCNet lobby chat by pressing the up arrow key (Credits: Rampastring).
- Added: A compatibility fix for the map editor (Credits: Bittah Commander).
- Changed: Compatibility fixes can now be enabled or disabled via the Display tab of the options menu (Credits: Rampastring).
- Changed: The low bridge in the center of the "Forest Fires" map is no longer destroyed from the start of the match (Credits: Bittah Commander).
- Changed: The AI players now also have tiberium trees next to their bases in the Co-Op version of "Tunnel Train-ing" (Credits: Rampastring).
- Changed: The Cyborg Prototype's weapon damage has been increased by 11% and its range has been increased by 5%.
- Changed: The X-O Powersuit's HP has been increased by 17% and its elite weapon's damage has been increased by 12%.
- Changed: Matches are now only added to statistics if they're at least a minute long (Credits: Rampastring).
- Fixed: The Map Renderer didn't render an image for the tiberium refinery and the service depot (Credits: Bittah Commander).
- Fixed: The AI difficulty on Co-Op maps was always set to easy, regardless of the actual selected difficulty (Credits: Rampastring).
- Fixed: Capturing an "Experiment Lab" on the "The Experiment Lab" map will now provide special units on both the default and Co-Op versions of the map (Credits: Rampastring).
- Fixed: The "Frostbite" mission automatically restarted after being successfully completed.
- Fixed: The CnCNet Client would crash after a game ended if you had created or joined at least two game rooms during the session (Credits: Rampastring).
- Fixed: The client now asks if you really want to quit CnCNet if you try to close the CnCNet lobby while being in a game room (Credits: Rampastring).
- Fixed: You no longer see a cryptic message in the CnCNet lobby each time you get kicked from a game (Credits: Rampastring).
Fixed: Capturing an "Experiment Lab" on the "The Experiment Lab" map will now provide special units on both the default and Co-Op versions of the map (Credits: Rampastring).
What UnitS actually?
I did this once, all i got was a mobile HQ which shot lasers lol
Each side gets an unique special unit from capturing it. Nod indeed gets the Beam Cannon aka Mobile HQ which shoots lasers.
It's a great game Thank you, but it should increase the strength of some of the weapons such as submarine missiles are almost capable of destroying any building and this is far from reality, and aircraft carriers as well as very weak, and weak kind defender, and must increase the range of missiles, the v2 few , there's a simple thing lacking this game does not know a lot of people: the F button must be enabled this button It records the formation that you want in combat units, where these units take on the same formation, whether fixed or mobile,. This button works in a game of Red Alert 1, a simple mistake when creating another combat vehicles and at the same time and naval units are supposed to manufacturing operations at the same time because each type of special units of the plant. Excuse me on the large number of messages I Obsessed strategy games.
It took me a while to decode your post, but here's what I think you said:
- ships should be more powerful, with exception of missile subs
- aircraft carriers are too weak and are bad at defense
- V2s need more range
- the game needs RA1's "formation" function
- it should be possible to build vehicles and ships at the same time
So to respond to that:
Ships have been balanced in a way that they all have specific roles and aren't overpowered.
Capital ships such as aircraft carriers have a very long range and as such would be overpowered if they were also very effective against other ships and this means that you should primarily use these capital ships against structures, while using the other ships to defend them.
Giving V2s more range would imbalance the game, considering they already have the most range of any ground unit in the game (with exception of Nod's SSM in enhanced mode, which has a build limit of 1).
The formation function can't be added, considering DTA was built on the TS engine, which does not support this.
The TS engine originally also didn't support ships and naval yards, which is why I had to do a work-around to make this possible and this makes it impossible to build vehicles and ships at the same time.
Yes, that's what I mean , but the missile submarines, also weak, and aircraft carriers also weak (I mean weak in the degree of destruction and not in defense).
Like I said, they're mainly effective against structures. If I made them more powerful, I'd have to make them a lot more expensive to keep them balanced, while they're already very expensive to begin with.
The nice thing about this game, is the marine units, AI PLAYERS they create different Navy units and their use in the war and this is something new in the strategy games, this is not available in the game Red Alert 1. And in a game of Red Alert 2 and yuri's revenge the AI PALYERS does not create all available offshore units such as aircraft carriers and AEGIS CRUISER. And game command and conquer generals and zero hour does not contain the elements of freedom, also game tiberian dawn and game tiberian sun and tiberium wars .....,. But there is a single game contains this feature: It's a game mental omega 3.0 mod for yuri's revenge and are of a very high popularity, outweigh the popular DTA, but I personally prefer the DAT.