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.

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Add media Report RSS AI "Base Nodes" in Multiplayer (view original)
AI "Base Nodes" in Multiplayer
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23-down
23-down - - 3,558 comments

Wow. That is truly stunning. I look forward to smash plenty of pretty enemy base sites.. That's truly outstanding work. A Fantastic job well done. I hope you guys will add many potential base layouts in the months, years to come. Still you should always adjust your base sizes to the most possible smallest map. Unless you can separate it even further by the general map size. So very small map size the ai uses specific patterns adjusted for the very small map size while on very large map sizes their bases look entirely different all together.

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OCrest
OCrest - - 150 comments

Hey, good for you!

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Templarfreak
Templarfreak - - 6,721 comments

that is incredibly impressive.

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SeriousToni
SeriousToni - - 626 comments

That's truly impressive!

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SeriousToni
SeriousToni - - 626 comments

Rampastring I wonder if this also works for skirmish? Because in the screenshot one can see that the buildings are set for a specific faction (Nod) so they may not work if another faction is set in skirmish, right? Or are these kind of templates which adapt depending on the faction chosen later?

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Rampastring Author
Rampastring - - 1,190 comments

No, they don't adapt and are faction-specific. Moreover, it is impossible to have different sets for different factions, the nodes for a specific player ("house" in game-technical vocabulary) are tied to their starting location.

So, the system doesn't work for maps where the AI can be of any faction. It does, however, work for missions where the AI has been configured to only use a specific faction.

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SeriousToni
SeriousToni - - 626 comments

Thank you very much for clarification!

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Description

Traditionally, it has been practically impossible to control AI base building behaviour in multiplayer maps with the TS engine. The AI has had a more or less hardcoded build order, placement pattern and count for its buildings.

This has made it cumbersome to have AI bases that are both functional and pretty in multiplayer, which has limited co-op mission design.

This has not been the case in singleplayer, where the game offers a way to precisely define the AI's base layout and structure build order through a system known as Base Nodes.

I've now hacked the engine to make it possible to use the singleplayer Base Node logic in multiplayer maps. This will give us full control over AI base layouts in co-op missions, removing one obstacle from mission design.