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 1.182j:
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

  • Fixed: The "Mayday" singleplayer mission didn't display its in-game mission text.


Version 1.182e:
Released: Dec 12, 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  • Fixed: The map renderer was outdated.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

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.

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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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Guest
Guest

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
Bittah_Commander

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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Guest
Guest

need sea transports

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Bittah_Commander Author
Bittah_Commander

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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Panzermann11
Panzermann11

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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linkramone
linkramone

Keep up the Great Work,
DTA Rulez!!!

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