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 100 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.

Post tutorial Report RSS Change Log

These are the changes that were made in the latest versions of DTA and the credits for whoever contributed.

Posted by on - Basic Other

Version 1.170g:
Released: Jun 10, 2018

  • Fixed: A potential crash that might happen while scrolling through lists in the client (Credits: Rampastring).


Version 1.170f:
Released: Jun 6, 2018

  • Changed:The Soviet's Ekranoplan Aircraft Carrier has been replaced with the "Lun" Attack Ekranoplan (Credits: Lin Kuei Ominae).
  • Changed: The Repair Ekranoplan now looks a bit different (Credits: Lin Kuei Ominae).
  • Changed: The Sea Shadow's weapon range has been increased by 4 cells (Credits: Bittah Commander).
  • Fixed: The "Tunnel Train-ing" map for the "King of the Hill" game mode was broken (Credits: Bittah Commander).
  • Fixed: Resource fields (tiberium, ore, gems and scrap metal) now look less repetitive on various maps (Credits: Bittah Commander).


Version 1.169x:
Released: May 25, 2018

  • Changed: The Sea Shadow now has a new, more powerful weapon (Credits: Bittah Commander).
  • Changed: The Sea Shadow already becomes faster when it becomes veteran (instead of elite) and it now also gains extra strength.
  • Changed: TS-DDRAW (OGL) has been improved and will now fall back to TS-DDRAW (GDI) in case of failure (Credits: dkeeton, FunkyFr3sh).
  • Fixed: The Ekranoplan didn't always use its missiles against tanks and ships when they were within the missile's firing range.


Version 1.169m:
Released: May 20, 2018

  • Added: A new TS-DDRAW (GDI) renderer has been added that should be compatibile on more systems than DDrawCompat and thus replaces it as the default renderer (Credits: dkeeton, FunkyFr3sh).
  • Changed: Several changes were made to the engine to improve stability and performance (Credits: dkeeton).
  • Fixed: You can now build ships on Emerald Canyon again.
  • Fixed: The Sea Shadow's firing range was only half of what it should be.
  • Fixed: The Allied and Soviet AIs no longer mainly target harvesters with their nukes (Credits: Rampastring).
  • Fixed: The AI no longer leaves 3 cells of space between all of its buildings on "Cricle of Death" (Credits: Bittah Commander).


Version 1.169e:
Released: Mar 11, 2018

  • Changed: The performance of online games has been improved (Credits: dkeeton).
  • Fixed: A rock on the "Beach Landing" multiplayer map wasn't properly impassable, causing vehicles to constantly attack it, while infantry got stuck trying to walk through it.
  • Fixed: An old experimental Chrono Vortex superweapon was unintentionally enabled and fired automatically on any map that had a Chronosphere structure on it.


Version 1.169a:
Released: Jan 19, 2018

  • Added: New multiplayer map "Split Peninsula" (Credits: Rampastring).
  • Changed: The HP of dogs has been halved in classic mode to match Red Alert.
  • Changed: Interior walls now have dummy shadows in the map editor to allow mappers to see exactly where the shadows are (Credits: Bittah Commander).
  • Fixed: The Commando and Tanya will no longer place C4 instead of using their pistol/sniper when they're ordered to attack barrels (Credits: dkeeton).
  • Fixed: Various bugs have been fixed on Sarin Gas 2 (Credits: Bittah Commander, stormrider).
  • Removed: Christmas props.


Version 1.168m:
Released: Dec 31, 2017

  • Fixed: After beating the "Sarin Gas 2" mission, the game attempted to load a non-existent map and displayed an error instead of closing right away.
  • Fixed: For non-host players the bottom 2 lines of the chat messages got overlapped by the chat input in the multiplayer game lobby.


Version 1.168k:
Released: Dec 31, 2017

  • Changed: Players with teammates will no longer be able to see the whole map when they die, but will instead only see what their teammates can see (Credits: dkeeton).
  • Changed: You can now win on the "Lesson in Blood" Co-Op mission without having to destroy every last unit (Credits: Bittah Commander, Rampastring).
  • Changed: The Ekranoplan's missile now does 29% less damage against ships (Credits: Bittah Commander).
  • Changed: The Soviet Flamethrower Infantry now does 53% more collateral damage (Credits: Bittah Commander).
  • Fixed: Players sometimes crashed when a different player went out of sync (Credits: dkeeton).
  • Fixed: Tesla Tanks have their normal size again (they apparently shrank after one of the previous updates).


Version 1.168:
Released: Dec 23, 2017

  • Added: Allied singleplayer missions "Sarin Gas 1: Crackdown" and "Sarin Gas 2: Down Under" (Credits: Drive, stormrider).
  • Added: New multiplayer maps: Christmas Tree and Diamond Valley (Credits: Drive, Rampastring).
  • Added: Christmas props (Credits: Bittah Commander, Lin Kuei Ominae).
  • Added: The radar animations and logos have been remade in much higher quality for all factions (Credits: Bittah Commander).
  • Changed: Spies can no longer capture vehicles.


Version 1.167:
Released: Dec 18, 2017

  • Changed: The AI will now also build war factories and some vehicles on naval-only maps (Credits: Bittah Commander).
  • Fixed: On naval-only maps the AI will now also attack with ships before the player has built a naval yard (Credits: Bittah Commander).
  • Fixed: The SSM Launcher used its elite weapon before it actually became elite.


Version 1.1669:
Released: Dec 16, 2017

  • Changed: The damage of the Ekranoplan Aircraft Carrier's drone bombs against structures is now closer to that of GDI's Aircraft Carrier (Credits: Bittah Commander).
  • Changed: The layout of the Skirmish and Multiplayer Game Lobbies has been slightly improved (Credits: Bittah Commander).


Version 1.1668:
Released: Dec 14, 2017

  • Fixed: Ore Miners were able to dock with Power Plants.
  • Fixed: The AI is less likely to get stuck while attacking in the third "The Toxic Diversion" mission (Credits: Rampastring).
  • Fixed: A few missions had mismatched TD/RA refineries and harvesters (Credits: Bittah Commander.
  • Fixed: The AI built too many harvesters in some missions (Credits: Bittah Commander.


Version 1.1667:
Released: Dec 12, 2017

  • Fixed: People that installed the "Fall Creators Update" for Windows were no longer able to connect to other players on CnCNet (Credits: dkeeton).
  • Fixed: The AI's Sea Shadow still used its old weapon.
  • Fixed: One player would always instantly lose when you used random starting locations on the "Lesson in Blood" or "Distant Thunder" Co-Op mission (Credits: Bittah Commander).
  • Fixed: The "Distant Thunder" Co-Op mission used the wrong text triggers.
  • Fixed: Units with a turret no longer wobble when the turret rotates (Credits: Bittah Commander, Lin Kuei Ominae).


Version 1.1664:
Released: Dec 08, 2017

  • Changed: The SSM Launcher no longer fires a cluster missile when it's elite, but it now instead spawns napalm clusters on impact (Credits: Bittah Commander).
  • Fixed: In the "Chrono Hazard" Co-Op mission the Chronosphere was always destroyed before you could get to the base (Credits: Bittah Commander).
  • Fixed: Some of the AI's power plants weren't capturable. (Credits: Bittah Commander).
  • Fixed: The GDI and Nod radar logos and animation were deformed and slightly blurry (Credits: Bittah Commander).


Version 1.1662:
Released: Dec 01, 2017

  • Added: When you host a game on CnCNet and a player joins, the client will start flashing on the taskbar (Credits: Rampastring).
  • Changed: Stavros can now become veteran or elite in the final "It Came From Red Alert" mission (Credits: Bittah Commander).
  • Fixed: A second Behemoth icon appeared on the sidebar when playing as Soviet.
  • Fixed: Text triggers wouldn't appear in missions after loading them from a saved game if the game was closed beforehand (Credits: Bittah Commander).
  • Fixed: The Hovercraft in the first "It Came From Red Alert" mission couldn't transport infantry to the island (Credits: Bittah Commander).


Version 1.1657:
Released: Dec 01, 2017

  • Added: Allied singleplayer campaign "It Came From Red Alert!" (Credits: Bittah Commander, Rampastring).
  • Added: New Co-Op missions: "The Anchoring" and "Distant Thunder" (Credits: Rampastring, Sombracier).
  • Added: Wider water natural crossings (fords) for the temperate theater (Credits: Bittah Commander).
  • Added: Long natural water crossings (fords) that connect to temperate shores (Credits: Bittah Commander).
  • Added: It's now possible to give credits to players via a map trigger (Credits: Rampastring).
  • Added: New multiplayer maps: Subterranean Bluewery, Subterranean Jewelry, Rural Idyll, Omega City, Marooned II, Downtown Warfare and Bad Neighbors (Credits: Drive, Rampastring).
  • Added: Diagonal temperate waterfall and water cave pieces (Credits: Bittah Commander).
  • Added: Multiplayer games are now automatically saved approximately every 2 minutes(Credits: dkeeton, Rampastring).
  • Added: Agricultural field tiles (Credits: Bittah Commander).
  • Added: The Spy is now available for the Allies (Credits: Bittah Commander, dkeeton).
  • Added: An option to require Alt to be held down to un-deploy units (Credits: dkeeton, Rampastring).
  • Added: An option to display a black background behind chat messages (Credits: dkeeton, Rampastring).
  • Added: Different repair ships for GDI, Nod, Allies and Soviet (Credits: Lin Kuei Ominae).
  • Added: The Soviet Ekranoplan Aircraft Carrier (Credits: Lin Kuei Ominae).
  • Added: Six variants of the civilian freighter (each carrying a different resource), the civilian tugboat and the civilian super tanker (Credits: Lin Kuei Ominae).
  • Added: You can now configure the game's hotkeys directly from the client's options menu under the "Game" tab (Credits: Rampastring).
  • Added: Tunnels for 4 angles to the "Cliffs" tile set (Credits: Bittah Commander, Nooze).
  • Added: The Tank Destroyer for Allies (Credits: Bittah Commander, Nooze).
  • Added: The Behemoth for Soviet (Credits: Lin Kuei Ominae).
  • Added: You can now double-tap a team's number to center the camera on the team (Credits: dkeeton).
  • Added: You can now place a structure that's ready on the sidebar with a hotkey, Z by default (Credits: dkeeton).
  • Added: You can now repeat building the last structure you've built with hotkey, Ctrl+Z by default (Credits: dkeeton).
  • Added: The client now has a new "DTA Theme" (Credits: Bittah Commander, tomsons26).
  • Added: The DDrawCompat renderer, which appears to work well on systems where all other renderers give bad performance (Credits: Narzoul).
  • Changed: The health bar of units and structures is now displayed when you hover the mouse cursor over them (Credits: AlexB).
  • Changed: Spectators can now drag a box to select multiple units of any player and they can now also see the indicators for power, storage, passengers, ammo and so on (Credits: dkeeton).
  • Changed: When a player desynchronizes in an online game, the game will now kick that player alone, while all other players are able to continue playing (Credits: dkeeton).
  • Changed: Harvesters will now automatically move to the nearest tiberium field and start harvesting right after it leaves the war factory or after you select it and press the G key (Credits: AlexB).
  • Changed: You no longer need to hold the Alt key to set rally points for factories and you now need to hold Alt to un-deploy the aircraft carrier (Credits: AlexB).
  • Changed: The Longbow now uses a new icon (Credits: Aro).
  • Changed: On the "Trinity" multiplayer map, the west player now has a much wider passage to the island with tiberium directly to the south to prevent harvesters from getting stuck (Credits: Lin Kuei Ominae).
  • Changed: Allied gun turrets now require 50% more power and their price has been increased from 600 to 700.
  • Changed: Warrior Ant, Fire Ant and Scout Ant now have the same colors as in Red Alert (Credits: Bittah Commander).
  • Changed: Tanya now requires 2 shots to kill most infantry and her weapon range has been reduced by 15%.
  • Changed: The Soviet "Heavy APC" is now able to carry 8 passengers instead of just 5.
  • Changed: The MIG can now attack twice before having to reload.
  • Changed: The Soviet Airstrip's price has been reduced from 600 to 400.
  • Changed: The Gunboat, Frigate and Missile Cruiser missiles now do less area damage.
  • Changed: The Gunboat's missiles are no longer inaccurate.
  • Changed: The Chrono Tank is now extremely weak while in teleport mode and while it's deployed.
  • Changed: The Guard Tower's range has been increased by 25% to match that of the Pill Box.
  • Changed: The Advanced Guard Tower now does 30% less damage against infantry.
  • Changed: Cruisers now do only half as much damage against ships.
  • Changed: The Chem Warrior's rate of fire is now 14% faster.
  • Changed: The Commando and Tanya now do a lot more damage to tanks when they're elite.
  • Changed: Volkov is now able to heal on ore, tiberium and scrap metal once it becomes elite.
  • Changed: Heavy Tanks now have 5% more health and their cost was increased by 1%.
  • Changed: The Cyborg Prototype now kills infantry twice as fast with its flamethrower.
  • Changed: The SSM now fires a cluster missile instead of one of its regular missiles when it's elite (Credits: Bittah Commander).
  • Changed: The Sea Shadow now fires arcing missiles. (Credits: Bittah Commander).
  • Changed: It's no longer necessary to hold down shift to create a waypoint loop (Credits: dkeeton).
  • Changed: You can now also select in-game resolutions that go over 4K (Credits: Rampastring).
  • Removed: The Allies can no longer build Phase Tanks.
  • Removed: The Jumpjet infantry is no longer buildable.
  • Fixed: Enabling the "Build Off Ally" game option made it impossible to build in the vicinity of civilian structures and your own laser fences (Credits: AlexB).
  • Fixed: Shadows of units with turrets will no longer blink when a unit flashes (Credits: AlexB).
  • Fixed: Infantry couldn't walk over gems (Credits: AlexB).
  • Fixed: Vehicles will no longer automatically fire at barrels (Credits: AlexB, dkeeton).
  • Fixed: A graphical glitch on the "Northern Lights" multiplayer map (Credits: Bittah Commander).
  • Fixed: Units were able to climb onto or off of a bridge's sides on the "Desert Storm" and "Freezingly Desperate Grip" multiplayer maps (Credits: Bittah Commander).
  • Fixed: Aircraft reinforcements that were carrying passengers would only spawn without ammo; even if they had a weapon with infinite ammo (Credits: dkeeton).
  • Fixed: The Sea Shadow didn't require a Research Lab to be built.
  • Fixed: You weren't able to produce Allied tanks in the "Lesson in Blood" Co-Op mission (Credits: Bittah Commander).
  • Fixed: You will no longer see harvesters floating on water in the 5th "Creeping Destruction" mission (Credits: Bittah Commander).
  • Fixed: The AI tried to attack tiberium trees and ore mines in certain singleplayer missions (Credits: Bittah Commander).
  • Fixed: The GDI/Nod Service Depot glowed on dark maps (Credits: Bittah Commander).
  • Fixed: FinalSun now properly sets the selected player house when creating a new singleplayer map (Credits: Bittah Commander).
  • Fixed: Harvesters were unable to automatically move to and from the blue tiberium on the "Dust Devils" multiplayer map (Credits: Bittah Commander).
  • Fixed: The transition between client menus is now smoother (Credits: Rampastring).
  • Fixed: CnCNet multiplayer games weren't saved properly if you were disconnected from the CnCNet network during the game (Credits: Rampastring).
  • Fixed: Multiple crash bugs in the LAN lobby (Credits: Rampastring).
  • Fixed: Saved LAN games couldn't be loaded (Credits: Rampastring).
  • Fixed: You can now queue up to 3 A-10s instead of only 2 (Credits: Rampastring).

For changes made in older versions of DTA, click one of the the links below.
Version 1.14 - 1.15
Version 1.13
Version 1.12
Version 1.11
Version 1.00 - 1.10

Comments
DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr

Wow, AI can actually use ships? And **** you with them?

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Bittah_Commander Author
Bittah_Commander

It can indeed.

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AJ
AJ

Wow this is still being worked on? I'm so happy! Thanks!

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Guest
Guest

Noticed once, that Allied choppa landed on water xD and what saw on update 9 new ships but i counted 2 new ship per team so 9 in total or did i miss some buildinds granting a new ships? or require some super-weapon active?

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Bittah_Commander Author
Bittah_Commander

Nothing can be done about the AI occasionally landing aircraft on water, unfortunately.

There are 3 ships per faction, but 9 new ships were made in total.
The Submarine, Missile Submarine, Destroyer and Torpedo Boat were all replaced with new versions, so the only old ships that are still buildable are the Gunboat, the Sea Shadow and the Cruiser.

So out of the 12 buildable ships (not counting the Sea Mine), 3 still use older graphics, which leaves 9 new ships.

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Guest
Guest

Hi had a problem with the radial range CoOp map with 2 players and MCV auto deploy ON and everything blows up instantly and we lose :(

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Bittah_Commander Author
Bittah_Commander

Thanks for the report. I found a way to permanently fix these insta-lose issues, so please bear with it just a little longer. Until then you can still play that map if you disable Short Game.

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Valherran
Valherran

Was the aircraft spam for the GDI AI fixable?

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Rampastring Creator
Rampastring

We can make the AI build less aircraft, but right now I don't see a problem with the AI's aircraft usage.

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Guest
Guest

Please fix the fullscreen mode to work with two monitors. The mouse isn't lock to the game's screen and it goes to the second monitor(it scrolls the map still). I also suggest adding a restart option for skirmish mode.

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Rampastring Creator
Rampastring

Both of those are impossible for us to implement. We do not have the source code for the Tiberian Sun engine. We'd be grateful if you managed to hijack EA's offices and bring it to us, though.

Reply Good karma+4 votes
ShinobiXVII
ShinobiXVII

Thank god you fixed the Project 941 to gain elite ranks, i dunno how many ppl i killed including buildings and i swear it gained none. Even tought maybe the engine tought project 941 was a building in deployed mode so tried to get subs and ships with it as a normal sub. Still nothing tough. Cant wait to try it out now :D And awsome job with the .map thing! :)

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Bittah_Commander Author
Bittah_Commander

The Project 941 actually still can't gain veterancy while deployed because of the way its weapon was coded, meaning that the only way to level it up to veteran or elite is by using its torpedoes in the non-deployed state.

What was fixed is that the Project 941 didn't didn't gain an elite weapon when the unit itself did become elite.

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ShinobiXVII
ShinobiXVII

Two things tough!

1 - When i opened the launcher this morning to build a map the update started, but at some point a window popped up saying another source was useing the folder or something that the update was going to, so the update didn't install correctly. Now i assumed it was because of the map creator so i finished my map and exited the launcher and reopened it, the lupdate told me the new update was broken and if it sohuld repair it for me, i clicked yes and the update finished properly without any issues. Just tought i would throw this one out there incase someone else gets into it and get's stuck :)

2 - I was playing one of those large skirmish maps (before update btw) the one with all those tiny islands on temperate theatre, with those infantry carrying amphebeus boats that goes from one island to the next with a few stops here and there. Anyways this middle island was protected by SAM's and had 3 ore refineries. And i saw this one AI's Ore truck from his own base simply just cruising over the water and onto that island to get ore xD the truck got hammered by some NPC buildings so i dont know if it would have made it back. But i tought that if a ore truck could make it across other units might too.

Oh one final note that popped into my head, this thing is actualy quite frustrating, at some skirmish maps units will completely stop and freeze, i think its due to some map errors when it was created, maybe one slot shareing two different items that makes the area crash, dunno. But i found this bugg especially large on the wonderland map(8 player) seen it in a few others tough their names ellude my memory atm.

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ShinobiXVII
ShinobiXVII

To elaborate more on the final note;

Its not that the area freezes, but for example you have two roads that split in each dirrection due to some cliffs or trees etc. and goes around and meets at the back, forming a sort of "O" shape, now for example, lets say, you have 2 ore trucks, 1 mammoth tank and some other units (not seen this happening with infantry so far) and click for them to take the upper path around the obstacle, they will somewhere get stuck, and if you click more they simply wont move, at this point you have to manualy manouver back out the same tiny route the went to get that far before they got stuck, and go another way.

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Bittah_Commander Author
Bittah_Commander

I've seen this happen when there's a bridge on the path of the units, but I'm not aware of any other cases where this happens.
Is there a specific location with no bridge where this happens that you know of?

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ShinobiXVII
ShinobiXVII

I just checked with the map this happened on, its called "Island Raiders" its a 3p map, the area i saw this problem was AI was based on spawn nr 3, and his vehicle was moveing to the bottom far left ore refinery on the middle Island.

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ShinobiXVII
ShinobiXVII

Ops just saw i replyed in toughts of another comment, sorry the map this happened to me extremely actualy as far as i noticed had no bridges at all.(exept a big one that you cannot get on at the far top right corner) The map name is "Deceptive Wonderland" 8p map no Naval. Its basically the entire lower part below the big centre building in the middle. The worst was at the middle of the lower part. Ore trucks would simply get stuck just by beeing ordered to get some ore that was just 4,5 boxes away from their stuck spot :P

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Rampastring Creator
Rampastring

Weird. I never noticed anything like that when making Deceptive Wonderland (which included testing the map a lot). Nor has it happened when playing the two Co-op missions based on the map ("Freezingly Desperate Grip" and "Second Wind").

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Bittah_Commander Author
Bittah_Commander

On such island maps where the AI isn't able to build tanks, it still needs to be able to build harvesters to prevent the game from crashing when the AI runs out of credits. So since the AI doesn't build the war factory, the only way to make it able to build harvesters was by making the AI's harvester able to move on water.

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ShinobiXVII
ShinobiXVII

That reminds me of another weird thing i have seen alot lately, when the AI builds a war factory they automatically get a ore truck spawning next to it as if it was a ore refinery. Sorry for all the bug reports:P but i think the more i say the more can be fixed to ensure this mod becomes all it can be and more :)

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Bittah_Commander Author
Bittah_Commander

Bug reports are of course always welcome; we'll address anything that can and should be fixed.

Concerning the AI's war factories, they spawn an extra harvester because the AI otherwise won't build enough of them, so it's not really a bug.
We might use a different solution for this in the future however.

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X005
X005

Damage caused by recon bikes are still downcast ? These bikes are not that powerful yet ...

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Reshka
Reshka

Is it possible to make a Hamachi server on "LAN"?

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Rampastring Creator
Rampastring

There's nothing preventing the use of Hamachi with the client's LAN functionality. However, for online play we recommend using CnCNet, it's less trouble and more reliable than Hamachi in my experience.

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