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.

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 1.195f:
Released: Feb 7, 2021

  • Added: There now is a fourth "Brutal" difficulty level that you can select for AI players in Skirmish and multiplayer (Credits: Rampastring).
  • Changed: The Guard Tower's damage now has an increased area of effect to match TD better.
  • Changed: The Harbinger's projectile now noticeably shrinks over time to give a more clear indication of its reduced damage at longer ranges (Credits: Bittah Commander).
  • Changed: The rank icons in the maps list now use new unique shapes for the different ranks (Credits: Bittah Commander).

Version 1.194y:
Released: Jan 22, 2021

  • Changed: The Cyborg Prototype now has a more noticeable projectile (Credits: Bittah Commander).
  • Changed: The Scarab now has a visible bullet stream (Credits: Bittah Commander).
  • Changed: The Disc Launcher now does 20% more damage against artillery units and other light vehicles.
  • Changed: The Enforcer and Harbinger no longer become faster when they're promoted to veteran.
  • Fixed: You were no longer able to force vehicles to move on top of enemy infantry by holding Alt and clicking on those enemy infantry (Credits: Rampastring).
  • Fixed: Infantry that belonged to other factions than the Allies wouldn't spawn from the deployed Enforcer when you trained them.
  • Fixed: The Cruiser is now as powerful as intended again in the "Freezing Offensive" and "Second Wind" Co-Op missions (Credits: Rampastring).
  • Fixed: Fixed two game engine bugs that could randomly cause the game to crash (Credits: Rampastring).
  • Fixed: The nuke used the Chrono Vortex's sidebar image in classic mode.
  • Removed: Christmas props.

Version 1.194m:
Released: Dec 23, 2020

  • Added: Christmas props have been enabled.
  • Changed: You now need to capture a Radar Dome instead of a Tech Center to reveal the map in the "Distant Thunder" Co-Op mission (Credits: Rampastring).

Version 1.194k:
Released: Dec 07, 2020

  • Changed: You can now build Tier 3 ships on the "Idyllic Lake" multiplayer map.
  • Fixed: You now only need to destroy all structures to win in the "Operation Curfew Breaker" singleplayer mission and the AI is now less likely to create traffic jams there (Credits: Flippy).

Version 1.194i:
Released: Dec 03, 2020

  • Fixed: Hovercraft transports couldn't be repaired by repair ships and repair vehicles.
  • Fixed: Vehicles that were transported by a hovercraft were no longer positioned within the center of a cell, which prevented them from being repaired on a service depot (Credits: Rampastring).
  • Fixed: Vehicles were unable to enter an ally's hovercraft (Credits: Rampastring).

Version 1.194f:
Released: Dec 01, 2020

  • Added: All factions can now build transport Hovercraft when naval units are enabled.
  • Added: New singleplayer mission "Operation Curfew Breaker" (Credits: Flippy).
  • Changed: Vehicles can now enter naval transports (Credits: Rampastring).
  • Changed: All naval units have been entirely re-balanced (Credits: Bittah Commander, Rampastring, Tiberius).
  • Changed: In the "River Raid" singleplayer mission you now receive 4 Tank Destroyers as reinforcements instead of 2 Chrono Tanks (Credits: Rampastring).
  • Changed: Hard AI players are now better at fighting Volkov and massed artillery units (Credits: Rampastring).
  • Fixed: The AI couldn't build ships on the "Frosty Lake" and "Trinity" multiplayer maps.
  • Fixed: Most trees on the "Forest Clearing" map disappeared when playing in classic mode.

Version 1.193s:
Released: Oct 11, 2020

  • Changed: Destroyed buildings can now make 3 different explosion sounds instead of only either the TD or RA building explosion sound (Credits: Bittah Commander).
  • Fixed: Units couldn't pass underneath the bridge on the "Oil War" multiplayer map (Credits: Bittah Commander).
  • Fixed: The client's "Tiberian Dawn" theme was broken (Credits: Rampastring).

Version 1.193n:
Released: Oct 11, 2020

  • Added: One-cell-wide diagonal desert cliff pieces (Credits: Bittah Commander).
  • Added: Parking lot overlay map assets (Credits: Bittah Commander).
  • Added: It's now possible for for certain captured buildings to provide a specified amount of credits every 3 seconds (Credits: Rampastring).
  • Added: The "Stock Exchange" tech building, which gives 72 credits every 3 seconds to the player that captured it (Credits: Bittah Commander).
  • Added: The "Oil Refinery" tech building, which gives 36 credits every 3 seconds to the player that captured it (Credits: Bittah Commander, Nolt).
  • Added: New multiplayer maps "Chrono Station" and "Oil War" (Credits: Bittah Commander, Flame, Rampastring, Tiberius).
  • Changed: The icons on the sidebar now always get sorted in the same order (Credits: Rampastring).
  • Changed: The Chrono Tank now fires at aircraft without charging first and does more anti-air damage (Credits: Bittah Commander).
  • Changed: The Behemoth was made 25% slower to match the Soviet Mammoth Tank, it can no longer target aircraft and its weapon range has been reduced by 1 cell.
  • Changed: The Harbinger now charges after firing its shot instead of before so that it's able to fire its first shot instantly (Credits: Bittah Commander).
  • Changed: A Stock Exchange building has been added to the "A Buoyant City" multiplayer map and 2 Oil Refineries were added to the "Frozen Advance" multiplayer map and (Credits: Rampastring, Tiberius).
  • Fixed: Removed overlapping structures from 10 multiplayer maps to prevent potential crashes when these structures are destroyed (Credits: Bittah Commander, Rampastring, Tiberius).
  • Fixed: The Demo Truck did far more damage than intended.
  • Fixed: In 5 missions, 7 default maps and 4 Co-Op missions, customized weapons did less damage than intended.
  • Fixed: Vehicles will no longer maintain a speed boost after exiting a tunnel or driving off of a road or pavement (Credits: Bittah Commander).

Version 1.192f:
Released: Aug 22, 2020

  • Changed: The (Allied) AI now also builds the Enforcer (Credits: Rampastring).
  • Fixed: Removed overlapping structures from the "Dark Prospects" multiplayer map to prevent a crash Tiberius).
  • Fixed: A bug in the client could cause players to disconnect from CnCNet when there were a lot of overall CnCNet players online (Credits: Rampastring).

Version 1.192c:
Released: Aug 09, 2020

  • Added: 2 interior wall corners (Credits: Bittah Commander).
  • Changed: The Mobile Repair Vehicle now repairs 56% more hit points at a time.
  • Changed: The Mechanic now repairs 33% fewer hit points at a time.
  • Changed: The Commando and Tanya no longer gain a speed boost after being promoted to veteran.
  • Changed: The Anti-Air Truck now has 18% more range against aircraft.
  • Changed: Harvesters now behave much smarter (Credits: Rampastring).
  • Changed: The Chrono Tank can now hit aircraft.
  • Changed: The Chrono Tank now does 15% less damage against buildings.
  • Changed: The Enforcer's Machine Gun damage against vehicles and tanks has been increased by 15%.
  • Fixed: The Mechanic had far fewer hit points than intended.
  • Fixed: After building a Service Depot an unbuildable Mechanic would show up on the sidebar for the Soviets.
  • Fixed: Removed overlapping structures from the "Mining Town" multiplayer map to prevent a crash (Credits: Bittah Commander, Tiberius).

Version 1.191k:
Released: Jul 22, 2020

  • Added: The Mechanic for Allies (Credits: Bittah Commander, Rampastring).
  • Changed: The Tank Destroyer's damage has been increased by 17%
  • Changed: The Disc Launcher's rate of fire is now about half as fast, its damage has been reduced by 8% and it can no longer gain extra range by force-firing in front of a target.
  • Changed: The V2 Rocket Launcher now does 5% more damage against tanks and Gun Turrets.
  • Changed: The SSM Launcher now does 10% more damage against tanks and Gun Turrets.
  • Changed: The Chrono Tank can now move earlier after teleporting in.
  • Changed: The Flame Tank now has 5% more hit points.
  • Fixed: A few issues with the "A Bridge Too Few" mission were resolved (Credits: Bittah Commander).

Version 1.190y:
Released: Jun 06, 2020

  • Changed: Some minor improvements have been made to the "A Bridge Too Few" singleplayer mission and the "Rocky Ridge" and "Idyllic Lake" multiplayer maps (Credits: Tiberius).
  • Changed: In the "Eradicating The Red" singleplayer mission you'll now receive Microwave Tanks instead of Termites as reinforcements.
  • Fixed: The V2 Launcher would still attempt to fire at targets that were 13 or 14 cells away even though it can only hit targets up to 12 cells away (Credits: Bittah Commander).
  • Fixed: After being given an attack order, the Chrono Tank wouldn't teleport towards targets that had no path towards them (such as targets on islands).
  • Fixed: The Mammoth Tank's tracers didn't turn red when the Mammoth Tank became elite.
  • Fixed: Some tree groups on the "Duel At Dawn" multiplayer map weren't impassable (Credits: Rampastring).
  • Fixed: The artillery was invisible in the map editor when facing certain directions.
  • Fixed: Disabling the "Crushable Infantry" game option caused the death explosion of grenadiers and flamethrower infantry to do a lot more damage.

Version 1.190n:
Released: May 31, 2020

  • Changed: The Chrono Vortex now does 51% less damage against lightly armored vehicles in order to give them an escaping chance if you're fast enough.
  • Changed: The Chrono Vortex now does 56% extra damage against tanks within the very center of the vortex, which allows it to destroy a stationary medium tank(Credits: Bittah Commander).
  • Changed: The missile silo is now less vulnerable against armor-piercing weapons and more vulnerable against explosive weapons, fire and small arms.
  • Changed: On the "Forest of Fear" multiplayer map the invisible blue tiberium spreaders have been replaced with visible blue tiberium trees (Credits: Bittah Commander).
  • Changed: The SSM's firing range has been reduced by half a cell to match the Artillery's.
  • Fixed: On the "Wreckage Canyon" multiplayer map harvesters could get stuck after harvesting a gem in a specific spot (Credits: Tiberius).
  • Fixed: The Artillery and SSM no longer move closer than necessary when attacking a target that's outside of their firing range (Credits: Bittah Commander).
  • Fixed: The V2 Launcher was able to fire 2 cells beyond its maximum range if it could remain stationary to do so (Credits: Bittah Commander).

Version 1.190d:
Released: May 27, 2020

  • Fixed: A few issues with the "A Bridge Too Few" mission were resolved (Credits: Bittah Commander).
  • Fixed: The Chrono Vortex super weapon's tool tip was incorrect.
  • Fixed: The "Nuclear Winter" Co-Op mission didn't display its preview image and the map showed up twice when you selected either "Co-Op Easy" or "Co-Op Hard" (one being the the medium difficulty variant).
  • Fixed: The Mobile Repair Vehicle and Mobile Repair Ships no longer showed the repair cursor when hovering over a friendly damaged unit.

Version 1.190:
Released: May 27, 2020

  • Added: New singleplayer mission "A Bridge Too Few" (Credits: Tiberius).
  • Added: New Co-Op mission "Nuclear Winter" (Credits: Rampastring).
  • Added: New multiplayer maps "Summer Skirmish", "Wreckage Canyon", "Dark Prospects" and "Small Town USA" (Credits: AedisToru, Tiberius).
  • Added: The "Harbinger" epic unit for Nod (Credits: Lin Kuei Ominae).
  • Added: The "Enforcer" epic unit for Allies (Credits: Lin Kuei Ominae).
  • Added: The "Disc Launcher" artillery unit for GDI (Credits: Lin Kuei Ominae).
  • Added: Metal bridges (Credits: Lin Kuei Ominae).
  • Changed: The Cyborg Prototype now uses a new weapon and his hit points have been increased by 12.5%
  • Changed: The Artillery's hit points have been increased by 33%.
  • Changed: The Rocket Launcher's hit points have been increased by 30%, its weapon range has been decreased below that of base defenses and its damage against aircraft has been increased by 25%.
  • Changed: The SSM Launcher is no longer an epic unit and it now replaces Nod's artillery.
  • Changed: V2 missiles now do 37% less damage against lightly armored vehicles.
  • Changed: The Microwave Tank no longer disables vehicles and instead fires a constant beam that does damage over time.
  • Changed: The Stealth APC now has a much weaker weapon and can no longer fire automatically.
  • Changed: Nod can now also build the regular APC in enhanced mode.
  • Changed: Nod's Light Tank can no longer carry a passenger.
  • Changed: Allies can now build the Chronosphere instead of the Missile Silo, which gives access to the Chrono Vortex super weapon (Credits: Bittah Commander, Lin Kuei Ominae).
  • Changed: The Missile Silo's hit points have been increased by 6%.
  • Changed: You can no longer base-crawl with base defense structures.
  • Changed: The Nod Gun Turret's rate of fire is now 17% faster.
  • Changed: The Flame Tank now has a new flamethrower with more range (Credits: Bittah Commander, Lin Kuei Ominae).
  • Changed: The Artillery's damage against infantry has been reduced by 25%.
  • Changed: The V2's damage against infantry has been reduced by 55%.
  • Changed: The Grenadier's damage has been increased by 15% against everything but infantry.
  • Changed: Nod's Flamethrower Infantry's price has been reduced from 200 to 175 and it now fires after 1 frame instead of 5.
  • Changed: The Bazooka/Rocket Infantry now does 15% less damage against infantry.
  • Changed: The Medic's price has been reduced from 500 to 450.
  • Changed: The Shock Trooper's price has been reduced from 500 to 400.
  • Changed: The Commando's hit points have been reduced by 12% and his price was increased from 1000 to 1200.
  • Changed: Tanya's hit points have been been reduced by 30%.
  • Changed: The Attack Dog is no longer immune to tiberium damage.
  • Changed: The Sea Shadow's damage has been lowered by 16%.
  • Changed: The "Lun" Attack Ekranoplan's damage against ships has been reduced by 58%.
  • Changed: The Stealth Tank's price has been reduced from 900 to 850.
  • Changed: The Longbow's health points have been increased by 29% and its damage has been increased by 17%.
  • Changed: The ORCA's price has been reduced from 1200 to 1100.
  • Changed: The TS "Sell Unit" mouse cursor has been replaced with the RA version (Credits: Bittah Commander).
  • Changed: Without deploying the Mobile Sensor Array now has less 33% health and it only reveals half as much shroud.
  • Changed: Volkov now uses a new weapon (Credits: Bittah Commander, Lin Kuei Ominae).
  • Changed: Various tweaks have been made to the map editor (Credits: Bittah Commander, E1 Elite, Rampastring).
  • Changed: Nod's Buggy's strength has been reduced by 15%.
  • Changed: The Recon Bike now does 15% less damage against infantry, 10% less damage against recon units and its sight has been reduced by 1 cell.
  • Changed: The deployed sensor array can now be directly built as a structure for 1300 credits.
  • Changed: The Chrono Tank no longer needs to deploy before being able to fire its weapons, its teleportation is no longer instant and its weapon has been changed.
  • Changed: The Flame Turret now does 5% more damage against vehicles and tanks.
  • Changed: The Chinook is now 27% slower and has 12.5% more health.
  • Changed: The Allied Medium Tank's price has been increased from 700 to 725.
  • Changed: The Tesla Coil now has 11% more hit points, it's now more resistent against armor-piercing projectiles and its price has been reduced from 1500 to 1250.
  • Changed: The MIG's damage was increased by 16%.
  • Removed: Nod can no longer build the Termite.

Version 1.183g:
Released: Apr 25, 2020

  • Added: New Co-Op mission "Bunny Lockdown" (Credits: Rampastring, Tiberius).
  • Added: New multiplayer maps "Frozen Bay", "Frozen Advance" and "Desert Lakes" (Credits: AedisToru, Tiberius).
  • Added: Discord can now display Game Activity information from DTA (which map you're playing on, which lobby you're in on CnCNet, etc.) when Game Activity is enabled in Discord (Credits: Kerbiter).
  • Changed: Scrap metal is now more noticeable (Credits: Bittah Commander).
  • Changed: Extra resources were added to the "Rocky Ridge" multiplayer map to give viable alternatives to rushing the middle and the towns were slightly expanded (Credits: Tiberius).
  • Changed: On the "Glimmering Bluffs" multiplayer map some overlay and resource placements have been improved and the starting positions have been adjusted to improve balance in PvP as well as preventing the AI from getting stuck (Credits: Tiberius).
  • Fixed: Allied and Soviet tanks did twice as much damage against infantry in enhanced mode as they were meant to.
  • Fixed: Circle of Death's terrain objects and overlay were shifted up by several cells.
  • Fixed: Destroying a civilian building in the south-east corner of the "Rocky Ridge" multiplayer map could cause the game to crash (Credits: Tiberius).
  • Fixed: On the "Idyllic Lake" multiplayer map there were 2 spots where harvesters could get stuck after harvesting ore.

Version 1.182j:
Released: Dec 25, 2019

  • Fixed: A snow cliff and water snow cliff piece didn't properly connect to other snow cliff pieces (Credits: Bittah Commander).
  • Fixed: The "Mayday" singleplayer mission would restart after you beat it.
  • Fixed: Smoke from the chimneys of cloaked buildings was visible when the Visual Details level was set to Medium.
  • Fixed: The Christmas assets weren't visible to all players.

Version 1.182f:
Released: Dec 16, 2019

  • Added: New singleplayer mission "Mayday" (Credits: Tiberius).
  • Added: New Nod Co-Op mission "Multiplicating Force" (Credits: Rampastring).
  • Added: New multiplayer maps "Mining Town", "Badlands", "Highway Quarry", "Forest Clearing", "Glimmering Bluffs", "A Buoyant City" and "Aurora Clash" (Credits: AedisToru, Craftsman, DMB, Flame, Rampastring, Tiberius, TrainStation).
  • Changed: Impassable overlay in the map editor is now transparent (Credits: Bittah Commander).
  • Fixed: Nod's Gun Turret was unable to damage targets at certain angles.
  • Fixed: The animations of the desert waterfalls weren't working (Credits: Bittah Commander).

Version 1.181b:
Released: Dec 04, 2019

  • Changed: The "Creepy Obstruction" multiplayer map had its amount of tiberium lifeforms reduced (Credits: Flippy).
  • Fixed: Island-based naval maps had an increased chance of causing synchronization errors while playing them online (Credits: Bittah Commander).
  • Fixed: The new desert terrain assets weren't visible in the map editor.
  • Fixed: The map renderer was outdated.

Version 1.181:
Released: Nov 29, 2019

  • Added: New singleplayer mission "Stomp" (Credits: Rampastring).
  • Added: New GDI Co-Op mission "Operation Barachiel" (Credits: Rampastring).
  • Added: New multiplayer maps "Ore Rig", "Cliffs of Lunacy", "Perfect Storm", "Far Harbor", "Underwater Passage", "Idyllic Lake", "Gravity Valley" and "Castle Rock" (Credits: Flippy, Rampastring, Rin, Tiberius, TrainStation).
  • Added: Ferns (Credits: Bittah Commander, Lin Kuei Ominae).
  • Added: The "Miscellaneous" tile set for the desert and light desert theaters, which includes craters, the crashed A-10 Warthog and the ant hill (Credits: Bittah Commander).
  • Added: A sharp corner and a junction for the interior wall overlays (Credits: Bittah Commander).
  • Added: Water cave tiles for rivers, water cliffs and dirt roads of the desert and light desert theaters (Credits: Bittah Commander).
  • Added: 8 large cacti for the desert theater (Credits: Lin Kuei Ominae).
  • Added: A plane hangar map asset (Credits: Lin Kuei Ominae).
  • Added: Several invisible Alpha Light Posts (Credits: Lin Kuei Ominae).
  • Added: You can now change the CnCNet tunnel server by typing /CHANGETUNNEL in the CnCNet multiplayer game lobby (Credits: Rampastring).
  • Added: You can now access the client options from the top bar (Credits: Kerbiter).
  • Added: The client now displays a star next to the "Launch Game" or "I'm Ready" button when the game settings are valid for starring the map (Credits: Rampastring)
  • Changed: The ants on the "Razor Land" multiplayer map are now less destructive (Credits: Rampastring).
  • Changed: The "Harmless Resources" game option is now called "Harmless Tiberium" and it now only makes tiberium harmless instead of also changing its image to ore.
  • Changed: Several improvements have been made to the client, including the ability to view previously sent chat messages with the up or down arrow keys (Credits: Rampastring).
  • Changed: The Map Editor now displays the X coord before the Y coord on the status bar (Credits: E1 Elite).
  • Changed: The graphics of all TS civilian structures have been improved (Credits: Bittah Commander).
  • Changed: Various improvements have been made for the Map Renderer (Credits: E1 Elite).
  • Fixed: The Chrono Tank of human players wasn't able to acquire its elite weapon.
  • Fixed: On the "Death Valley" multiplayer map neutral harvesters now remain idle on the refineries so that capturing those refineries will always grant you those harvesters as well (Credits: Bittah Commander).
  • Fixed: The Soviet SAM Site now costs 500 instead of 750 credits in Enhanced mode.
  • Fixed: Path-finding has been improved for units on the "Tunnel Train-ing" multiplayer map.
  • Fixed: Aircraft that flew outside of the border of the "Circle of Death" multiplayer map sometimes wouldn't return.
  • Fixed: On the "Downtown Warfare" multiplayer map two civilian structures were overlapping and thus caused the game to crash when one of them was destroyed (Credits: Bittah Commander).
  • Fixed: Game options were carried over when you hosted your own game after playing in someone else's game (Credits: Rampastring).
  • Fixed: Friend / ignore icons on players are now updated immediately on adding/removing friends or blocking/unblocking users (Credits: Starkku).
  • Fixed: Game option tooltips were not displayed for non-host players (Credits: Rampastring).

For changes made in older versions of DTA, click one of the the links below.
Version 1.16 - 1.17
Version 1.14 - 1.15
Version 1.13
Version 1.12
Version 1.11
Version 1.00 - 1.10


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

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Bittah_Commander Author

It can indeed.

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

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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

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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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

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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Was the aircraft spam for the GDI AI fixable?

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Rampastring Creator

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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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

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.

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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

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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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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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

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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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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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

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

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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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

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

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

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Rampastring Creator

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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Is there any reason the ekranoplan carrier replaced with the Lun? The only reason I can possibly think is so that the GDI would be the only team with aircraft carrier spam.

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Bittah_Commander Author

The Lun seemed more fitting for the era and giving the Soviets a capital ship with the same weapon as GDI's capital ship took away from GDI's individuality.

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need sea transports

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Bittah_Commander Author

Naval transports aren't supported by the engine, but it's already possible to transport vehicles across water by picking them up with Chinooks.

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I hate reposting from the main page on this, but...

For some weird *** reason, I can't seem to move/unpack my MCV, even with Redeployable MCV on. This problem didn't happen to me in older version though.

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Keep up the Great Work,
DTA Rulez!!!

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Are Gap generators possible?

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