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.
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, a remake of the "Sedona Pass" map from RA2 Yuri's Revenge.
[6] Bay of Pigs, a remake of the map from RA2 Yuri's Revenge.
[6] Nowhere to Run, a remake of the map in Tiberian Sun: Firestorm.
[6] Unrepentant, another remake from RA2 Yuri's Revenge.
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.
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.
Preview for the 12th mission of Covert Revolt's C route
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.
Score screen colors in DTA v11.5 in a mission with a Soviets vs Allies setting.
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.
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...
Observe superior tactics while you still have human eyes...
Sharing news that we revealed during our TS 24th Anniversary event live-stream.
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...
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...
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...
This installer will automatically download and install the latest version of Dawn of the Tiberium Age for you (the original games are not required).
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...
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...
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...
Nerfed the Bunny Hunt mission you say? Well, having hit my head against it again for awhile, I can't really see any difference. I've trying it now and again since it was released, but can't even find a 'bunny hole' before I'm ruined. Even on easy, I barely last an hour and a half.
I either run out of money, units or both. The tide of bunnies is nearly unrelenting. And I can't even look away for a few second to try and scout the map before crystal bunnies or laser bunnies are killing something somewhere - out-ranging almost everything, without triggering any defensive reactions from the units (even in guard mode, they just sit there, melting).
The old Giant Ant missions are a cakewalk in comparison (part due to the ants taking decent damage from tanks, while most of the bunnies do not. Everything in the Ant missions is also way cheaper to build). Toxic Diversion, while very challenging, was also doable. But Bunny Hunt is hard in a way I can't figure out.
So whats the trick? Just have to try and get a mix of tanks, rocket launchers and humvees, and micromanage them perfectly to counter the multicolored death balls early? Infantry seems mildly useful at first, but as soon as the fire, crystal and laser buns show up, they become cost inefficient and die in droves.
Love the game otherwise, its just this one mission that is surprisingly hard.
There's a few components to handle to beat Bunny Hunt.
1) Unit counters. Some of the bunnies are vulnerable to armor-piercing weapons (tank shells, rocket infantry and advanced guard tower missiles), others to machine guns or high explosive weapons (rocket launchers).
Try to build a diverse arsenal of both tanks and rocket launchers, and for defense, use both Advanced Guard Towers and regular Guard Towers. Early in the game, when you haven't teched up yet, a good mix involves Hum-vees, Medium tanks, and Guard Towers as well as Rocket Infantry.
After teching up, Mammoth tanks and the X-O Powersuit are good because they are both "generalist" units that are effective against all armor types and as such, all of the different kinds of bunnies. A powerful, easy-to-micro late-game mix usually includes the X-O, Mammoth tanks, and possibly some Rocket Launchers if you feel you benefit from their long range.
Micromanagement of course helps, particularly formation of keeping the tanks / X-O in the front and Rocket Launchers in the back.
2) Economy. Aggressively build refineries, sell extra ones off if you lose harvesters. Seek new fields to harvest, clear them of bunnies and expand there by base-crawling or building a spare MCV, then build refineries there as well. Build a repair facility and repair damaged vehicles.
3) Scouting. As you said, this is hard to do with individual units because they get destroyed. So you need to perform "recoinnaissance by force": gather an army and attack with it to a direction. Pay attention to where the bunnies are coming from, that way you'll also discover the bunny holes.
Veteran units in DTA have high sight range and so can also be used to effectively scout. A veteran Hum-vee or Medium tank is good for this.
If you've already survived for 1½ hours, it sounds like you shouldn't be very far from beating it. Usually people say that the beginning is the hardest part of the mission.
Hi,
Anybody know how to replace tiberium for ore, in maps, when playing allies or soviets?
Thanks!
It is not possible.
You can toggle the "Harmless Tiberium" game option to make Tiberium not damage infantry, though.
Guys, regarding the bunny mission.
When Nod forces came and deploy (On Hard mode) Nod base just build Power plant and Hand of nod... and that's it. What gives?
Hmm. It has worked fine for us before, although it's been some time since any of our staff played the mission.
The map doesn't have anything wrong at a quick glance, I guess we'll have to retest it.
I'm guessing its quiet recent, since I remember playing the same map and the Nod forces did build their base while their reinforcements tries to stop me from reaching their premature base.
Why is it so damn complicated to run this game on a 4K monitor?
Make sure to lower the in-game resolution to at least 1920x1080, otherwise many maps will be too large to fit on the screen and units will appear too small to be efficiently controlled.
What is the problem? Do you get some sort of error message or...?
We have some fans with 4K monitors who are running DTA without issues.
I've tried lowering the desktop resolution, I tried all possible ingame resolutions in the menu too.
The ingame is either too small or the UI is out of frame.
Typically 1280x720 should work fine and also look decent on a 4K display, since it can be 3x-upscaled to exactly fit a 4K monitor.
Can you provide a screenshot or other image of the "UI being out of frame"?