Post news RSS The Dawn of the Tiberium Age v1.12

The Dawn of the Tiberium Age v1.12 was released about a day before New Year's eve and is available for download now. So exactly what's new in this version?

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In case you missed it, The Dawn of the Tiberium Age version 1.12 was released about a day before New Year's eve and given how busy the days surrounding this date are, I haven't even had time to make a proper news post for it yet and I only barely managed to finish the trailer video in time.

So exactly what are the main changes and additions in DTA v1.12?

First off, Classic mode's balance between vehicle speeds, infantry speeds, weapon firing rates and weapon firing ranges now matches Tiberian Dawn much more accurately and many of these changes have been applied to enhanced mode as well.

This doesn't only make classic mode's gameplay feel more similar to Tiberian Dawn, but these changed unit speeds also make infantry more useful in both classic mode and enhanced mode, because they're relatively much faster now and thus are no longer destined to become red paint on a tank's tracks.

All water is animated now (this includes shores, water cliffs, water falls and so on), which can been seen on the old maps you know from version 1.11 and also on the decent number of new maps that have been added in version 1.12.

And since we're on the subject of water already; ships are now easily able to navigate around obstacles without issues (regardless of the distance or number of obstacles between them and their destination) and also even the AI is able to (and will!) use ships now. So if you think you can still safely move your MCV to an isolated island and build up your base there without getting bothered by the AI like before, some AI cruisers will likely come and give you a rough wakeup-call.

Playing DTA online and in skirmish mode is better than ever now, thanks to CnCNet5, the spawner that comes with it and of course the new launcher.
You can forget about the Comp Stomp maps and their teleporters that were introduced in DTA 1.11 or having to search the map to find friend's base before you can form an alliance, because you can now select your starting locations and set up teams before the match has even started; you can even form a team with an AI player.

And last but not least, the Red Alert factions have been added as playable sides in Enhanced mode.
The Tiberian Dawn factions are of course also still playable in Enhanced mode, which means that you can now for example play with Nod against Soviet or mix it up however you like.
Take a look at the trailer video if you haven't already to get a glimpse of what such battles with mixed TD and RA factions can look like...

...or you can of course just download the mod and experience it yourself.

To install the mod, you can either download the installer and let it automatically download the mod's latest files and install the mod for you, or you can download the mod's files in a zip package from Mod DB's faster servers and then extract it into an empty folder.

You can view the change log to see a complete list of all additions, changes and fixes in version 1.12 of DTA and also exactly who deserves credit for all of these changes.

SeriousToni - - 627 comments

You guys rock! :D

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Templarfreak - - 6,723 comments

I am so excited for the new multiplayer lobby. As soon as I get the chance, I'll definitely be trying out the new DTA.

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code_man - - 57 comments

This is really nice stuff.

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Guest - - 699,901 comments

i can't play this. my screen size is not recognized properly. the launch-button in the skirmish menu is not displayed on the screen. it is below the screen, but there is no vertical scrollbar.

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Lin_Kuei_Ominae - - 80 comments

The menu is 1018 x 681 pixel, so even on tiny 1024 x 768 resolutions it should show fine. If you however only have something like 800 x 600, then it's indeed a problem.

What kind of system do you have, that you have only such a small resolution? Do you try to play it on a cellphone?

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Guest - - 699,901 comments

my screen resolution is 1366x768 on a win7 x64 system. this is a high-dpi-bug. changing the scaling from 125% (medium) to 100% (default) solved the problem.

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Rampastring - - 1,195 comments

Thanks for the bug report, I'll have to fix it in the next Launcher version. Expect it around April.

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Lin_Kuei_Ominae - - 80 comments

ah yeah, that's a known issue with .NET programs. I also had a lot of trouble with the damn dpi settings especially when you want an interface to have certain controls with exact pixel sizes (e.g. the picturebox for the map preview, which might be scaled up to 125%, but the shown image is of course still the same. There of course isn't suddenly a high-res image available and used. So you have suddenly completely useless and unused space in the picturebox.).

Or have a nice background image in the main form, then place a button on the right position according to the background image. When using a different dpi, the background image is still the same, but that button moved and is bigger so it doesn't fit at all anymore and is completely misaligned.

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Guest - - 699,901 comments

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Bittah_Commander Author
Bittah_Commander - - 848 comments

There is no transport ship because there is no way to allow units to enter it in TS.

Currently only structures built by the AI (with exception of the Construction Yard and Refinery) aren't capturable. There is a chance that other AI structures will also be made capturable in the future, but that depends on whether a hack that makes it unnecessary to give the AI cloned structures like they have now will be made available.

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AJ - - 80 comments

This really is astonishing, you have outdone yourself. Sincere thanks for all the hard work on this exceptional mod.

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