Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines and enhances Tiberian Dawn and Red Alert using a heavily customized Tiberian Sun engine. Featuring all 4 factions (GDI, Nod, Allies and Soviets) with extremely polished gameplay, DTA allows you to mix and match the factions as you'd like in tons of new multiplayer maps and challenge yourself in dozens of original missions.

FACTION INFO - CHOOSE YOUR ALLEGIANCE

GDI Nod Allies Soviet

Features:

  • 37 new singleplayer missions, 37 new co-op missions and over 150 original multiplayer/skirmish maps!
  • Enhanced mode brings competitive balance and new units that stay loyal to the spirit of the original games
  • Classic mode for the enjoyers of the very original experience
  • Active multiplayer community on Discord
  • Stand-alone - the original games are not required!
  • New custom map editor for creating your own maps!

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RSS Articles

Dawn of the Tiberium Age Logo

DTA Version 11.5


Greetings Commanders! We'll go directly to the point this time: we have prepared a new patch for you, providing new maps, bug fixes and other improvements. Let's first showcase the new maps, they all have 6 players for some good 3v3 Co-Op fun:

[6] Sedona's Future

[6] Sedona's Future, a remake of the "Sedona Pass" map from RA2 Yuri's Revenge.


[6] Bay of Pigs

[6] Bay of Pigs, a remake of the map from RA2 Yuri's Revenge.


[6] Nowhere to Run

[6] Nowhere to Run, a remake of the map in Tiberian Sun: Firestorm.


[6] Unrepentant

[6] Unrepentant, another remake from RA2 Yuri's Revenge.


New map editor (WAE) tools

On the topic of maps, our World-Altering Editor made mapping for DTA much faster than ever before. Now it has become even more powerful with a new line-based terrain drawing tool!

Cliffs, shores, and roads can all be quickly created with this tool, instead of having to place them manually piece-by-piece. Credits to ZivDero for contributing the original code for this tool to our open-source map editor project, which we then improved on together.

WAE - Cliff placement


WAE - Shore Placement

"Covert Revolt" Campaign Development

DTA: Covert Revolt Logo


Many of our fans have been asking about our ambitious campaign project, "Covert Revolt". We are happy to announce that we now have two of the campaign's major routes ready, with the third well on the way. We just finished the 27th mission earlier this week, and there's only a few more to go before the campaign is ready for release! Unless I suddenly get hit by a bus or encounter another similar tragic event, you can expect the release to happen during the summer.

CR Route C #12

Preview for the 12th mission of Covert Revolt's C route


Updates to older missions

While we've been hard at work on creating new campaigns, we've also updated our older missions. Some fans brought to our attention that a couple of our older missions were destroying them really hard. To check for issues, we played them as well, and also got destroyed harder than intended. We concluded that the affected missions "Bunny Hunt" and "River Raid" had got harder over time due to changes to balance and game engine logic, so we nerfed both of them.

We also fixed the score screen colors of all our old missions. Traditionally the Tiberian Sun game engine had hardcoded score screen casualty colors to gold and red, matching colors of GDI and Nod in the original game. For DTA that obviously wasn't very fitting with our 4 factions. We recently managed to lift this limitation, so we are now able to customize the score screen colors separately for each mission.

Casualty colors

Score screen colors in DTA v11.5 in a mission with a Soviets vs Allies setting.


Change Log

This new patch also brings some other minor bugfixes and improvements. You can read the details on our change log page.

We hope these minor updates will keep you entertained until our big release of Covert Revolt later in the summer.

World-Altering Editor: New map editor for TS and RA2/YR!

World-Altering Editor: New map editor for TS and RA2/YR!

News 15 comments

What once was the DTA Scenario Editor, has turned into the World-Altering Editor, with full support for Tiberian Sun and RA2 Yuri's Revenge! This news...

DTA Version 11 Released! Advanced AI Online!

DTA Version 11 Released! Advanced AI Online!

News 3 comments

Observe superior tactics while you still have human eyes...

DTA "Covert Revolt" Campaign Development Update

DTA "Covert Revolt" Campaign Development Update

News 6 comments

Sharing news that we revealed during our TS 24th Anniversary event live-stream.

DTA Version 10; Part 2 of TD GDI Co-Op Campaign released!

DTA Version 10; Part 2 of TD GDI Co-Op Campaign released!

News

Earlier in the spring, we released the first half of our Co-Op remake of the Tiberian Dawn GDI campaign, and promised to deliver more. Now we're releasing...

RSS Files
Dawn of the Tiberium Age v11.5

Dawn of the Tiberium Age v11.5

Full Version

This is the full version of Dawn of the Tiberium Age v11.5: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.5 (with videos)

Dawn of the Tiberium Age v11.5 (with videos)

Full Version

This is the full version of Dawn of the Tiberium Age v11.5: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age Installer

Dawn of the Tiberium Age Installer

Full Version 6 comments

This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).

Dawn of the Tiberium Age v11.4 (with videos)

Dawn of the Tiberium Age v11.4 (with videos)

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v11.4: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.4

Dawn of the Tiberium Age v11.4

Full Version 1 comment

This is the full version of Dawn of the Tiberium Age v11.4: all files necessary to play are included, so you also don't need to have the original game...

Dawn of the Tiberium Age v11.3 (with videos)

Dawn of the Tiberium Age v11.3 (with videos)

Full Version

This is the full version of Dawn of the Tiberium Age v11.3: all files necessary to play are included, so you also don't need to have the original game...

Post comment Comments  (50 - 60 of 2,034)
darkmessenger
darkmessenger - - 244 comments

I tried this mod and I must say I really like it.
I tried every faction. The new ideas and units are awesome.

I do not know what is possible and what is not but I would have some questions:

1. Can you replace the current Nod helicopter with the original apache model from the old game (C&C1; Nod / RA1 allies)? It fits better the base game.
2. The same about the Orca model from C&C1;, though the TS model is maybe not so bad. I prefer the old one in this C&C1;/ RA1 universe.
3. Where is the Hind for the Soviets? I would keep it for them with the machine gun attack. It is a true russian cold war combat helicopter, it is a must have :)
4. I miss the Paratroopers, but maybe I miss the Parabombs more. Can you add these things to a specific faction? Like the superweapons with cooldown etc. (for example unlocked by building an arfield as in the base game...)
5. I understand that the gap generator does not work in this engine but could you then use the gap generator model as a base defense? I do not know, Chrono or "Prism" attack or something from TS.. It is currently a huge drawback and it bothers me if I play the allies :/
6. It is just a personal idea, but could you add a bomber or fighter jet to the allies? An older cold war plane.
7. I think the superweapons have low damage. Because of the quick repairing they are almost ineffective against buildings or base defenses, especially the allied superweapon. I am not talking about ultimate destruction but at least an instant kill of about 3 smaller powerplants.
8. Why is the Chrono Tank limited to 1? It is not that op. I know it comes now with stronger special attack instead of rocket launchers but still..
It had a huge potential for the allies back then when Aftermath came out.
9. As others said earlier the allied cruiser has very weak firepower. I think it must be changed for a better naval balancing. (Russian missile subs are much stronger)
10. What is the standard resource in this mod? Tiberium or Ore? I am little bit confused and I have not played on lot maps yet.

Thank you in advance!

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Rampastring Creator
Rampastring - - 1,195 comments

Hey, thanks for the feedback!

1 and 2: The original games' aircraft are sprites, while aircraft in the Tiberian Sun engine must be voxels. So, we have had to recreate graphics for all of the aircraft and it's impossible to make them look exactly the same because voxels simply have a different look. It could be possible that our current voxels aren't the best ones possible, but we have no voxelers in our current staff.

3. We've intentionally kept the Hind out because we think it's better to balance the Soviet aircraft around using Yaks for the same purpose instead (as the Yak also has a machine gun). The Hind could still be added to classic mode though.

4. Sadly the TS engine is currently very limited when it comes to superweapons or support powers. We might be able to lift the limitations in the future, but as-is they're impossible to implement in a satisfactory way.

5. We tend to have a philosophy of "if it can't be implemented properly, it's better not to implement it at all"; a missing thing usually bothers less than a thing that feels wrong. We might be able to create working gap generators in the future though.

6. We currently have no plans to expand the Allied air arsenal. If it's ever expanded, we'd most likely give them more helicopters, since they don't have an airfield.

7. We're working on balancing the Nuke and Chrono Vortex in a better way. The aim is that the next update should allow the Nuke to blow up adjacent power plants. The Chrono Vortex is more of an area-denial weapon and not intended for blowing up buildings by itself.

8. There are conflicting opinions on the staff about the Chrono tank. Some staff members think it's too strong while others think it's too weak, we might improve on it in the future. But it's a fitting pick for the second Allied Epic unit, hence it has a build limit, and it could be hard to balance without one, especially for PvP.

9. Have you tried deploying the Cruisers before telling them to fire? They destroy large buildings much quicker that way than Missile Subs.

10. Both Tiberium and Ore. They're equally valuable, but Tiberium spreads faster and damages infantry.

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darkmessenger
darkmessenger - - 244 comments

Thank you for your detailed answer!

A minor graphical improvement for every aircraft would be maybe recommended in the future.
Plus I miss mainly the rotors from your helicopter models. If you could make it for the apache, longbow, transport helicopter, and later for the soviet Hind then they will be perfect!

Yes I deployed the cruiser and when I was shooting the enemy base I could barely cause significant damage even against the smaller base defenses. But I can not decide if the repairing is currently too fast but because of that I expect a higher damage from a cruiser, but this is just my opinion of course.

By the way I think the idea you can deploy ships and subs to have alternative attack is epic. I was quite surprised when I've found it out. The soviet super sub is so cool..
Deploying the GDI aicraft carrier to make the A-10 possible to take off is also brilliant.
Could you make the aircraft carrier a little bit bigger? Just for better realism and because the A-10 would look better on it if it would have bigger place while reloading.
Btw is it possible to have more planes on a carrier at the same time?
One more minor change came here to my mind.
Could you change the route (and maybe the look) of the little drones to return to the carrier after every attack?
For me they look like little starfighters or something like that.
They are not bad at all. It is rather about optics and a matter of taste :)

I was thinking of what do I miss and I noticed that the Iron Curtain and teleporting with Chronosphere are missing.
These are minor things but GPS Satellite and Sonar Pulse etc. are not available as well.
I accidentally found a crate which had an air strike support power in it with an A-10. Would the paraboms work also like this? (But as a fix support power for the soviets or allies)

What are the plans and which possibilites do you have concerning the secondary superpowers in the future?
It would be great if you could add these things in the next version of your mod too.

The mine layer is currently not available.
Is it possible to lay land mines manually and to return to a service depot to reload as before?

Could you add the invisible phase Transport with the rocket launcher to the allies? I think it is an unique unit and a personal favourite. It would be a cool addition for diversity.

I noticed I can not set the waypoint with naval yard/sub pen on the water for newly produced units. Is it an engine limitation?

In Ra1 they were fake buildings.
Do you plan to add them later?

Could you add separate tabs for infantry, vehicles, buildings etc like in Ra2? Would it be possible?

This is more likely a personal request but can you add capturable oil derricks as optional income to some of your maps and to the map editor?
This would be cool in situations where you are forced to fight for these oil derricks otherwise you will slowly fail because your funds run out faster than your opponents'.

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PolishedPole
PolishedPole - - 217 comments

1. Rotors for helicopters are not functional in Tiberian Sun due to TS being made in a rush - there were many attempts to recreate them by community but they usually were either half-measures or had reliability issues.

2. Not sure what stops drones from returning to aircraft carrier but I guess it may be engine limitations - it's a projectile weapon after all, and most likely does not track the unit that shot them.

3. I'd personally like to turn airstrike into parabombs due to how A-10 is a regular GDI unit but then the animation for the modified cluster missile was a trainload and a half of graphical effort and would be a huge pain to change.

4. Secondary superweapons most likely won't come anytime soon due to firstly engine limitations needed to hack or go around including limited superweapon count and secondly due to balancing difficulties

5. Sadly, Minelayer is unavailable in form of using ammo to create mines. The closest thing I managed to cobble together is a minelayer deploying into mine and spawning emptier minelayer as freeunit but this little nightmare cannot be resupplied at depot and can mess with unit targeting in addition to having emptier minelayer back at full strength. Plus, it's still as microintensive as the original vehicle.

6. Phase Transport with rocket launcher USED to be an Allied unit. It was taken down, first in favor of Tank Destroyer on steroids, then Enforcer.
Reason: Invisible transport with instant entering + C4-wielding Tanya = overkill on bases without MSA

7. Yes, lack of rally point for naval yards is engine limitation. TS water mechanics.

8. RA1 fakes can be replicated in a way but without displaying "FAKE" label over them, plus may create some faction disbalance so they are held back.

9. TS engine most likely does not support separate unit/structure category type separations. And even if it was hacked to do so it would feel too different from RA1 or TD.

10. It would be possible but I don't know what the dev squad thinks about it.

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Rampastring Creator
Rampastring - - 1,195 comments

We already have capturable oil derricks on some maps. They were however added relatively recently (October 2020 IIRC) and so there's not yet a lot of maps that utilize them.

The Stock Exchange building is also present on some maps for the same purpose (but it generates cash faster than an oil derrick).

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Venoxxis
Venoxxis - - 220 comments

Can you actally redeploy the Enforcer?

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Rampastring Creator
Rampastring - - 1,195 comments

You can hold Alt while giving it a move order to undeploy it.

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Icaro_Raven
Icaro_Raven - - 2 comments

Black screen after launch a game and none of the rendering options work

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Snarki
Snarki - - 16 comments

My wishes for version 2.0:
1. In view of the high scale and high drawing range, it is necessary to increase the distance of unit firefights by two or three times.
Use this technique to improve tactical capabilities. Units that are in motion lose accuracy and aiming range. Allow the infantry to shoot on the move, also with a decrease in accuracy and distance. Reduce turret traverse speed by half to benefit from a surprise attack from the rear.
2. After the destruction of the base structure, leave the effect of smoke and burning for a long time for a better effect of war.
3. Make all tanks the effect of firing from a cruiser ship. The fight will look much more interesting.
4. Add the ability to dig in for artillery and infantry with an increase in accuracy and firing range.
5. Add factions with RA2 and Tiberian Sun, Dune 2000 (A la battlefield 2042 portal mode)
6. Add optional terrain deformation option. Like tiberian sun.
7. Add the ability for each building to illuminate everything around in a certain radius for night missions, or add the ability to build spotlights (of different colors).
8. Add the ability to capture uninhabited buildings, if possible.
9. Add maps with cities or villages.
10. Add the ability to move through scripts, as in tiberian sun.

I think many will support these improvements. I am ready to support the development. Thanks in advance.

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PolishedPole
PolishedPole - - 217 comments

1. Primo that would feel alien to the original games, secundo the current combat is complicated as it is, tertio infantry is hardcoded to be turretless
2. That would needlessly make the situation on the battlefield less clear. DTA aims for vanilla games simplicity rather than overly elaborate graphical effects that make the situation unclear.
3...effect of firing from cruiser? Elaborate.
4. Primo, infantry cannot deploy or dig in. It's not RA2. Secundo, most artillery is already pinpoint precise and relies on mobility or burst damage, and the only artillery that could benefit from that is Allied Howitzer which is already very slow to turn and react and its ability would just needlessly complicate how the unit works.
5. Dune 2000 has unfitting graphics scheme and unmatching lore. RA2 and TS factions are just more advanced versions of current factions. Plus, 4 factions at the same time is already a huge burden to balance right.
6. DTA despite being based on TS engine completely disuses its terrain height mechanics because it aims simplicity and TD/RA1 feels. It's not going to get reversed.
7. That would feel really odd. Plus, why would a camouflaged tent give out blue light? Especially in the middle of nighttime operation? It would also largely negate effects of stealth generators. As of spotlights, then I personally could consider it, but for more competitive players it's nothing but sidebar clutter.
8. It's possible to capture neutral structures with engineers already. If you want garrisons in RA2 style - the engine doesn't support it.
9. We have them already and we are working on more.
10...move through scripts? Elaborate.

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Chetech
Chetech - - 225 comments

Weird stuff happening to me while using the DTA client:
my 144hz monitor flickers hard when the DTA client is running, this also causes the game to lag. The flickering is the refresh rate of the monitor going down and up. It only happens with the DTA client, when I click on another window, the flickering stops.

Edit: leaving it for posterity. for some reason it conflicted with the adaptive sync of my monitor. Disabling it will fix the problem.

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Rampastring Creator
Rampastring - - 1,195 comments

That's strange. I also have a couple of FreeSync displays driven by GPUs from both major gaming GPU vendors and I haven't encountered any issues with it.

By default the client runs at 60 FPS. If you want to, you could check whether changing the client's target frame rate helps. It's a hidden INI option; if you go to your DTA directory and open the Settings.ini file, you can add ClientFPS=144 under the [Video] section to make the client run at 144 FPS instead of the default 60.

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