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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wolfyop
wolfyop - - 35 comments

I believe there are some maps with innate stormy weather does this option can disable it? because my experience with them is a laggy game.

Another thing what Immune harvesters does? I thought it make the harvesters indestructible but with this options they still die at least in skirmish.

Really like all this options.

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Bittah_Commander Author
Bittah_Commander - - 848 comments

No, this option does not disable Ion Storms on maps that already have them.

And yes, the Immune Harvesters option does indeed make harvesters indestructible, but since it basically just enabled Tiberian Sun's "Harvester Truce" option in older versions of DTA, engine limitations only allowed this option to turn harvesters that were actually built from the war factory indestructible in DTA (and not the ones that spawn when you build a refinery).
In version 1.13 this option has been coded differently and it'll properly turn all harvesters indestructible when enabled.

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AJ
AJ - - 80 comments

Man this is absolutely amazing, you guys just constantly surprise me with your ingenuity and what you can do with this game. I salute you, bravo!

Now, hurry up and release it already! :)

Just out of burning interest, I posted a thread a little while back on the forum about the PS1 soundtrack and the vocals that were removed from the PC version, and you mentioned you'd considered adding them in. Is that something that will be in this update? Or ever?

Thanks!

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Bittah_Commander Author
Bittah_Commander - - 848 comments

We still intend to look into that, but it won't be in this update yet.

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AJ
AJ - - 80 comments

Ahh alright :) thanks

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hellodean
hellodean - - 1,451 comments

im assuming these alternate tracks are the ones that are on the Red Alert counterstrike cd (or was it the aftermath?)when you put it into a cd player?

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Bittah_Commander Author
Bittah_Commander - - 848 comments

I never tried that, so I can't say. If I remember correctly, the console versions of the games had vocals in them, but Westwood removed the vocals for the PC versions because they were too disruptive or something.

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hellodean
hellodean - - 1,451 comments

i think i remember there are 6 tracks that are remixes like this one "radio 2 remix" Youtube.com was surprised this came up on the cd player rather than the normal tracks

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AJ
AJ - - 80 comments

I was mostly referring to the tracks from the original C&C, such as Act On Instinct :)

"There is a very unstable situation on the ground, that is unfolding very quickly-" Haha, I just love it.

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APB_ICE
APB_ICE - - 1,245 comments

Personally I've always preferred the non-vocal version of Act On Instinct, but that's just me. :P

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Rampastring Creator
Rampastring - - 1,190 comments

So have I.

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AJ
AJ - - 80 comments

I grew up playing C&C 1 and RA on only the Playstation so I always have a great love and nostalgia for the vocal tracks, and Act On Instinct is one of my favourites amongst them, it always feels like something is missing when listening to the revised versions :)

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hellodean
hellodean - - 1,451 comments

cant say i will ever use the disable unit queuing as i think that was one of the best things they added to the building aspect but i can see why others might. disable super weapons is great tho, played a 4 team 8 player game the other day and all the nukes/ion cannons kept coming my way. got a bit frustrating.

does the stormy weather have rain effects? i think that could be an interesting feature if when the ground got wet some places could get muddy and slow down units (dont know if you could use the broken ice coding in some way to do that?)

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Bittah_Commander Author
Bittah_Commander - - 848 comments

Although rain might be doable as a visual effect, it wouldn't be possible to make the rain affect the movement of units or to make it visually actually change a terrain type into something else (like dirt into mud).
I did consider adding rain to the mod a while back, but in the end it wouldn't fit in with DTA's low-resolution graphics (a raindrop would look huge in comparison to an infantry for example and I obviously can't make the width of a raindrop smaller than a pixel).

If the ice logic was used, at best it could look like something different (like quicksand for example), but it'd still have to work exactly the same as it does in TS (in other words, it slowly grows and when a unit with a certain weight value drives over it, it cracks and finally breaks, causing the unit that was driving over it to sink).
Even in vanilla TS it's already very difficult to work with ice however (mappers can only get ice to grow by copy/pasting terrain from original Westwood maps), so messing with the ice logic isn't worth the trouble.

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Lin_Kuei_Ominae
Lin_Kuei_Ominae - - 80 comments

There is a chance to even create a slow down effect by rain, but not without some side effects.
The main idea is to let each ion bolt spawn several art.ini debris and then let each debris create an Overlay. This Overlay would then create the muddy ground effect by using an animation and Land=Rough, so units then move only in Rough ground speed, not Clear ground.

Though an ion bolt over water would cause lots of splashes around it due to the debris.

I'm also not sure if it might broke bridges and other special ground types.

It would be also problematic to remove the muddy ground Overlays again. Only by using Crushable=yes they would be destroyable/removable and then vehicles would be slowed down only once. Might look a bit strange if muddy ground is removed when tanks drive over it.

Ice logic is a bitch. But it would be indeed nice to have. Especially when using something matching the RA ice floes as their image.
However there is a chance it can be added later, once we have a new/better map editor than finalsun. With the new editor, it should be possible to create ice areas from scratch (without copying from vanilla TS maps)

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Description

Here you can see the final 3 options that'll be included in DTA 1.13's game lobbies.

- Disable Super Weapons: Many of you already called it; one of the final options is to disable Super Weapons. This option does exactly what it says it does and it also makes the Adv. Comm Center and the Temple of Nod 900 credits cheaper to compensate for the removed super weapon.
- Disable Unit Queuing: This disables the possibility of queuing multiple units to build and you'll only be able to build one unit at a time. This is aimed at the more hardcore TD and RA1 fans.
- Stormy Weather: This option causes Meteor+Ion storms to start every 10 minutes or so, meaning that you'll be bombarded by both lightning and meteors. The meteors that fall will only be small ones however, so they won't be able to instantly destroy any structures.