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.




It has come time to grab your friend and counter the Soviet invasion of Europe in our two-player Co-Op remake of the Red Alert 1 Allied campaign.
Created in the same style with our Tiberian Dawn Co-Op remake campaigns, the new campaign similarly stays loyal to the original design, while selectively modernizing the missions to iron out some of the frustrating 90s design.

Thanks to our tester group for extensive testing and feedback that helped us finalize the campaign - your feedback was valuable. You can find all their names from the Change Log page.
To make the Co-Op campaign smoother to play, we revised our implementation of the CnCNet Game Loading Lobby:

The CnCNet Game Loading Lobby. Note the "New Game" button that allows you to switch to the regular Game Lobby.
While the new campaign is the main star of this release, we also have a lot of other improvements in store. Let's go through them.
To convincingly re-create the RA1 Allied campaign, we needed to port over some logics from Red Alert. Naturally, the Iron Curtain logic was required, and it has a slightly pulsating darkening visual effect similar to Red Alert 2. Though ours is less flashy to keep it grounded. Note that the Iron Curtain currently depends on scripting - it is not available in multiplayer at least at this point in time.

The Iron Curtain effect.
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Dogs can now sniff out nearby spies, without any special mapping tricks. Watch out while performing those infiltration missions!

Tank turrets now recoil when they fire.
We also fixed a slew of bugs. We won't be listing them here though - you can check out the Change Log for them.
Our GDI and Nod ConYards have had faction logos for years. We've now given the same treatment to the Allied and Soviet Construction Yards, so you can visually identify which faction a RA ConYard belongs to. The style of the faction logos follows the style of the logos on our RA War Factory doors - a black emblem on the gray door, subtle but still distinct.

Advanced AI Version 2 gained a lot of positive feedback back in November, but its release wasn't issue-free. On large-scale games, its tendency to build a lot of infantry tended to cause performance issues in the lategame, and possibly also made the AI perform worse as late-game infantry blobs are pretty easy to counter in DTA.
As a response, we've tweaked the AI to deprioritize infantry in the lategame. We also improved its attack formations and nuclear missile targeting, which should make the AI feel slightly smarter overall.
We've continued working on our modern, open-source World-Altering Editor (WAE) map editor, powering mapping also for Tiberian Sun and Yuri's Revenge and their mods. In the latest version, also released today, it gained the ability to paint lines of terrain, overlay and terrain objects.

While the new Co-Op campaign is the focus of this release, in the background we've continued work on the "Shadow Exodus" singleplayer campaign for Nod which we revealed a few months ago. Featuring missions from a variety of DTA mappers and testers, you can expect to see it a bit later this year...

We are also expecting to develop further significant technical improvements with the Vinifera project later this year.
If you have DTA installed already, you can get version 15 from our built-in updater. If you want to experience the new Co-Op campaign with the original RA1 in-game videos, you can also install the Red Alert Videos custom component from Options -> Components.
If you don't have DTA installed, get it from our Downloads page here on ModDB.
If you're lacking a Co-Op partner and fail to recruit your friends, join our Discord community to find other people to play with!
If you're curious about all the changes in this update, check out our Change Log page.
We hope you enjoy the new Co-Op campaign. We'll be closely following feedback on the missions - be sure to voice your compliments and criticism either here on ModDB or on our Discord server. If we deem there's something to improve, we have the option to patch the missions even after this release.
Until next time, Commanders.

CABAL.... I mean, Advanced AI Version 2 Online! Our latest update brings you the most advanced skirmish AI in all of classic Command & Conquer, new singleplayer...
So, you are the new additions to the Brotherhood... are you?
Our long-awaited naval patch is here! Bringing rebalanced ships, lots of new game engine logic, bug fixes, and more maps and missions!
These are the changes that were made in versions 13.x.x and 14.x.x of DTA and the credits for whoever contributed.
This is the full version of Dawn of the Tiberium Age v15.1: 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 v15.1: 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 v15.0: 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 v15.0: 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 v14.6: all files necessary to play are included, so you also don't need to have the original game...
Some missions for this Mod here are pretty darn hard even on Easy, especially with the Covert Revolt can someone please look into it.
Could you elaborate, give more details?
Easy, especially on Covert Revolt (previous missions are often much less standardised about difficulty) is meant to roughly match Red Alert 1 or Tiberian Sun's normal campaign difficulty
It wasn't as thoroughly tested as higher difficulties; statistically, it's meant to usually send half as much stuff at you as Hard and a third of what Brutal does
"FACTION INFO" in the home page shows four factions' tech trees. However, it doesn't reveal the hidden units in crates. Could you please make a page to introduce them?
Rampastring In every version of this mod that I've played, the crates never spawn. Is there a fix for this?
It's made it next to impossible to beat some missions due to it. Like for example mission C12 where your supposed to get money crates from buildings you destroy.
This is strange, we haven't seen this before.
It is hard to imagine a bug that would just make crates never spawn.
Have you tried entering cells where there should be crates (you are probably aware of some if you know the map should have crates, or if not, check the map editor or someone's playthrough video on YouTube)?
One possibility is that the game has for some reason not loaded the asset for crates, and the crates still exist, but are invisible. If the crates are game-logically still there, their effects should apply when you enter the cells containing them.
Yes I've tried moving onto the cells where the crate would be, and no currency or upgrades given to the unit moving over where it should be.
There's 1 mission where your supposed to collect weapons for the Commando for example. I moved to the location it stated it would be, and went to the exact position I'd seen other people (on Youtube) collect the weapon upgrades there, but for me nothing happened. Luckily on that one, there was enough random enemies around to get the Commando up sufficient ranks. Took some work though.
In the case of C12, it made a major difference tactically, as without the money crates it made even attempting a base a waste of time. Luckily even without them, I managed to make 2 mechanics, so got that mission done, with some work.
Video of it occurring in mission B12:
(Jump to 25:14)
The crates in B#12 are on the dirt patch in the ground, a bit southwest to where you move your Commando, where the light rays shine on the ground. I don't see you move into the patch on the video at 25:14.
When did you first install DTA? Unless it's a recent installation, maybe you could try a reinstall, in case it happens to be a corrupted file. Make sure to copy your "Client" folder over to preserve your campaign progress though.
"Keyboard.ini" too, if you have custom key binds.
Can you see crates in skirmish/multiplayer if you start a match with the Crates option enabled?
Great game!!! But. Will we ever see a campaign telling the story after Red Alert, leading up to Tiberian Dawn, where the Soviets have fallen and their remnants, known as Scavengers, fight the Allies, who are now transforming into GDI? That would be cool, and no one has done it so far except for the campaign for Remastered - From the Ashes. It would be cool to see other Scavengers buildings, a single-barreled Mammoth, etc.
Covert Revolt campaign explores one ex-Soviet area in depth while Mayday skims over another
In DTA canon, there isn't just a power vacuum where USSR used to be with constant chaos, there is an array of different republics with their own militaries and politics that Allies themselves helped install simply for stability's sake and which GDI monitors and to a limited extent cooperates with
These ex-Soviet states sometimes use former Allied surplus and sometimes old Soviet weaponry depending on their capability to maintain it, with much of old equipment also going into 3rd world countries (like Serunda in PTTP, where SLF has notably more jury-rigged arsenal than other playable factions)
Said ex-Soviet states usually have no political will to challenge status quo, with usually corrupt heads of state benefitting from it, and if they did so openly, you can actually experience how drastically skewed the odds are in GDI's favour on your own skin in CR route C - any statelet that incurs GDI's true wrath is almost certain to be toppled and reforged into one that doesn't stir trouble before it even has time to form any sort of bigger bloc
@Rampastring could you please explain to me how the CD6 - A truely desperate grip is meant to be played? While all the previous missions where playable even on medium difficulty, I get overrun even on easy on this one. There is just way to less time to prepare your base for the assault.
Apart from that - truely great work! Thanks a ton!
CD6 is where THE difficulty spike starts
It has no such things as "easy" or "normal" difficulties and starts at "hard" through "brutal" to "ultimate" for a reason, that being Creeping Destruction is deliberately intended to be very challenging, unforgiving campaign, the last 3 missions specifically tuned into filling the masochistic desires a highly experienced and bored player may have
With enough effort I can assure it's doable even on "ultimate" also nowadays - it demands to lock the ztype in and run defense optimally: with strong economy, rapid but well chosen production and effective micromanagement all at once
Production-wise, I recommend flamers and initial mammoth arty to lock the western chokepoint, and elsewhere employ mammoth tanks, V2 launchers, tesla coils and flame towers; some players also enjoy using yaks or MiGs; defend the blue tiberium at all cost and run 1-2 service depots to cycle the mammoths
Here's a "cheat", decreasing game speed will make it easier to manage everything ^^
That's not the point, I can't seem to build units fast enough. When I try build Weapons Factory or so, I can't build base defense.
Slam a barracks as soon as you can on the frontline (every front each ideally), that's precisely what they're made for - stuffing the hungry maw of frontline with disposable meat from a new production queue until the real deal arrives
The main limiter of infantry are that when hard counters are present you'll be bleeding credits like crazy on replacements, apart from rifle infantry where the bleed is more muted at expense of limited ability to actually shoot back (and infantry's other usual shtick is hitting very hard for given cost)
Speaking of the real deal - you should get a second, blue tiberium adjacent factory built very soon, maybe a third - it's mammoths and V2s that are getting the job done when Nod's artillery legions are involved, while defences act as backup - pick up recon/inf/tank flankers or stragglers, and cover for your battered mammoths retreating to repair or get fire support
Oh, and by the way, you have MCVs for a reason - if you insert an order for one or two between the early batches of combat vehicles you'll speed up your base defense rollout and any expansions or replacements for production structures - every new conyard/factory/barracks is essentially 0.75x modifier to build time, stacking multiplicatively