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 been 4½ months since our last major update. Since then, we've managed to bake some significant goodies, which are now all available. Let's take a closer look at them.

The biggest feature of this update is version 2 of the Advanced AI, our custom skirmish/multiplayer AI. You might remember our first Advanced AI release from 2023. Version 1 only reimplemented the AI's base building, but version 2 also takes over the AI's unit production from the original TS engine code. Instead of building random units from pre-made lists, the AI now dynamically looks at its enemy's unit composition, and builds units that counter its enemy the best. Used to spamming tanks? Get ready to face rocket infantry and other anti-tank units.
The AI has also got many other upgrades. For example, it can now capture tech buildings, and it is better at picking targets for aircraft and superweapons. It might also have learned some nasty micromanagement tricks... but the full list of improvements would be too long for a news post. You can see all the details on our change log page.

Showcasing the Advanced AI's new micromanagement capabilities.

Advanced AI Version 2 is better at prioritizing targets with aircraft.
To offset the AI being smarter, we also heavily nerfed the AI's cheats - it would be impossible to beat otherwise. Hard AI and easier difficulty levels are now cheat-free, and give a fair experience. Tougher levels, like Brutal AI, are challenging while cheating far less than the official AIs in Tiberian Sun and Yuri's Revenge, not to mention other C&C mods that typically pump the AI's cheats to the maximum to make the AI challenging. You'll find the AI respecting tech prerequisites and build limits of epic units, and being vulnerable to taking out its harvesters - it is now as vulnerable to economic pressure as a human player would be.
We've continued development on the "Vinifera" Tiberian Sun engine extension, which brings many benefits.
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First off, we finally have a separate naval queue. Now you can build ships and land vehicles at the same time. With this change, ships have also been moved to the fourth sidebar tab (behind the radar icon).

If you've been using Chinook helicopters to transport infantry, you might've noticed strange behaviour where they drop infantry off one-by-one. That is no longer the case: instead you can deploy the Chinooks when they have landed and the infantry will exit normally, just like from APCs.

Many players who have enjoyed our singleplayer content have wished for a faster briefing animation, especially for retries and replayability. We've now sped the animation up by 2x. The multiplayer score screen has got received the same treatment.
We've also fixed multiple long-standing game crash bugs, at least one of them having existed ever since the original release of Tiberian Sun in '99. That should make your game experience stabler than ever before.
While our balance has been pretty stable for a long time, we still found some room for improvement.
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We once nerfed the Nod Bike's range by almost 20% compared to its Tiberian Dawn value. We now feel that was a bit too much, and it has received back 10% of its original attack range.
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There was a consensus among the PvP community that the V2 Launcher was overpowered. However, we want to be loyal to the RA1 unit design, which puts us into a bit of a hard place here. We found increasing its price slightly (from 800 to 850) to be the safest way to nerf it.
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To force the Soviets to diversify their late-game unit composition a bit more, the Soviet Mammoth tank has received a nerf to its anti-infantry damage. This also opened up room for the change detailed below. GDI's Mammoth stays as it was.
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While both of these guys had their moments, they were found to be a bit niche. They've both received a bump to their price, but also a boost to their stats, making them stronger options in the lategame.
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The Chrono Tank underperformed against most base-buildings, making teleporting to the enemy's backline with one not as consequential as we hoped. It now deals more damage to wood-armored buildings (which is used by power plants, refineries, factories, and most other important stuff).

People thought the Chrono Vortex was the weakest superweapon option in the game. It now lasts 33% longer, has a higher range, and deals more damage. Against heavy armor its damage was doubled, so you especially don't want your tanks to stay near the void.

The Covert Revolt Bonus Mission, talked about since the release of the campaign a year and 4 months ago, is finally here. Find out what happened to the MCVs that Nod stole! Though, the mystery might not unravel itself without some GDI or Government blood...

Dawn of Liberation, first part of a two-mission mini-story by Mehdi860.

Reclamation, the second part of the aforementioned story.
That's right, time to grab your friend for some fresh challenges!
![[2] Hybrid Warfare [2] Hybrid Warfare](https://media.moddb.com/images/mods/1/11/10865/hybrid_warfare.png)
[2] Hybrid Warfare, by ToasterCat, author of the Power to the People campaign, forces players to cooperate with arsenals of different tech levels.
![[2] Schematic Scramble [2] Schematic Scramble](https://media.moddb.com/images/mods/1/11/10865/schscr.png)
[2] Schematic Scramble, also by ToasterCat, forces you to cooperate with technology split in a different way.
You've probably come to expect these with each major DTA update, haven't you?
![[2] Black Gold Bay [2] Black Gold Bay](https://media.moddb.com/images/mods/1/11/10865/Black_Gold_Bay.png)
[2] Black Gold Bay by Rampastring
![[6] Pie Chart Redux [6] Pie Chart Redux](https://media.moddb.com/images/mods/1/11/10865/piechart.png)
[6] Pie Chart Redux by ToasterCat, remade from an old RTS called Outpost 2.
![[8] All That Glitters [8] All That Glitters](https://media.moddb.com/images/mods/1/11/10865/All_That_Glitters.png)
[8] All That Glitters by ISeeMangos, remade from Red Alert: Counterstrike.
If you have DTA installed already, you can grab the update with our client's automatic updater.
If you do not have DTA installed yet, what are you waiting for? Grab it from our downloads page here on ModDB!
You can read the full patch notes on our change log page.
This likely concludes our major updates for this year. We hope you will enjoy fighting with our new AI, as well as the new missions!
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!
ModDB is hosting their annual MOTY contest once again.
Liberate your people, with the help of the new user-interface!
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...
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...
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 v14.5: 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 v14.5: 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 v14.0: all files necessary to play are included, so you also don't need to have the original game...
"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.
@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