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The Dawn of the Tiberium Age is a stand-alone Tiberian Sun to Tiberian Dawn (C&C 95) and Red Alert total conversion for which we tried to capture TD's feeling as well as possible (both concerning graphics and gameplay) in classic mode, while giving the player a lot of fun new stuff and access to the RA factions when playing in enhanced mode.

  • Screenshot
  • Screenshot
  • Tiber
  • Death Prison
  • CnCNet Game Lobby
  • Drifted River
  • CnCNet 5: Skirmish lobby
The Dawn of the Tiberium Age v1.12


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?

Jan 8, 2014 News
DTA 1.12 Released!


DTA 1.12 Released!

Welcome back, Commander (by both TD and RA EVA sounds)!

Dec 30, 2013 News
DTA 1.11 and 1.12 maps


DTA 1.11 and 1.12 maps

DTA's Mod DB pages now have complete new look and 3 new pages, including the Maps page. The Maps page includes previews of all maps that are included with DTA 1.11 and also of the ones that will be included...

Dec 3, 2013 News
Vote The Dawn of the Tiberium Age for Mod of the Year!


Vote The Dawn of the Tiberium Age for Mod of the Year!

We're aiming for Top 100 this time! Help us reach it, Commander!

Dec 1, 2013 News



These are all the people that contributed to DTA's development.

Nov 27, 2013 Tutorial
Comments  (0 - 10 of 508)
Bittah_Commander Jan 26 2014, 10:33am said:

People apparently crashed with version 1.1211 because of some code in CnCNet's spawner, so a new update has been uploaded to fix this.

+1 vote     reply to
23-down Jan 20 2014, 10:35am said:

Well you can still place them in game just make em not build able for the Ai. But yes I noticed that with the Hover RMLs of the free tech centers. It's pity but therefore having ships is still a better course of action naturally.

+1 vote     reply to
Bittah_Commander Jan 20 2014, 11:56am replied:

Players will get annoyed by having these amphibious units not follow their orders, so it's better to leave them out unless it's really necessary.
I'm actually considering to make the Allied Flak Hovercraft unable to move on water as well (I already did this for the AI), since it suffers from the same issue and it barely scratches the armor of ships anyhow (hell, it can barely even participate in tank battles).

+1 vote     reply to
23-down Jan 20 2014, 12:32pm replied:

Hm I see well in that case you're probably right.. To bad I miss those old transport ships. They made for nice invasions. :)

+1 vote     reply to
Bittah_Commander Jan 20 2014, 2:17pm replied:

You can still use Chinooks for that.

+1 vote     reply to
23-down Jan 20 2014, 3:12pm replied:

Unfortunately the AI seems unable to do so.

+1 vote     reply to
23-down Jan 19 2014, 9:08am said:

By the way I would wish me the return of the transport ships for all sides I know that this will be impossible to implement the way it was in RA1. However GDI had the Amphibian transport in Tib sun. Why don't you just use that code. We wont be able to load tanks into it but at least we can transport Infantry rather quickly. That way you could give Allies and Soviets their original landing boat while GDI and NOD get the old CNC1 Transport which also brings back to new old original units into your mod.

Both will be Amphibian so can drive on land and sea.

+2 votes     reply to
Bittah_Commander Jan 20 2014, 8:31am replied:

Because of work that was necessary to get ships to navigate correctly in DTA (and also allow the AI to properly control the ships), any amphibious unit in DTA is no longer able to automatically move around obstacles (this includes cliffs, trees, rocks, etc.) and they'll instead just stop moving or refuse to move if there's an obstacle in their way. So because of this I prefer to keep the number of amphibious units to a minimum.

+1 vote     reply to
Guest Jan 19 2014, 5:36am replied:

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Bittah_Commander Jan 20 2014, 8:37am replied:

I'll include the Language.dll file in the zip package of DTA's next version, but take in mind that playing without the launcher severely limits your options.
For starters, you can't play online on CnCNet5 without the launcher and to play on CnCNet4 or XWIS you'll manually need to download the necessary files. You're also no longer able to see any map previews and new multiplayer/skirmish options such as selecting your spawn location and team won't be available and unfortunately there's currently no way to make those options available without using an external client.

+1 vote     reply to
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