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-The Dawn of the Tiberium Age -v1.1117-
----------by Bittah Commander----------
Content:
- About
- Latest changes
- Credits
- Maps
- Comp Stomp maps
- Site
- About
--------
The Dawn of the Tiberium Age is a Tiberian Sun to Tiberian Dawn (C&C
Gold) total conversion and it was my intention to make it both look and
play as similar to Tiberian Dawn as possible, while taking advantage of
Tiberian Sun features (these include skirmish, multiplayer support,
drag-scrolling, high resolutions, customizable keyboard short keys and
many others).
This mod started off as a solo project and I kept it quiet to most
people until the release of the very first version, after which I
slowly squired a staff.
You can read the full article here: http://dta.ppmsite.com/about
- Latest changes
-----------------
Version 1.1117 (Jun 15, 2012):
-Added: 8 Scavenger maps.
-Added: You can now build MIGs after capturing the tech center of an opposite faction (Credits: Mig Eater).
-Added: You can now build Tesla tanks after capturing the tech center of an opposite faction.
-Added: The M.A.D. Tank for GDI.
-Changed: Laser fences can no longer manually be turned off.
-Changed: All multiplayer maps are now located in folders instead of in mix files.
-Changed: The AI is now more intelligent and the easy and medium AIs are easier, while the hard AI is harder (Credits: Rampastring).
-Changed: The Stealth Generator now has a smaller cloaking-radius again and consumes less power.
-Changed: The laser fence post's price has been reduced from 250 to 200.
-Changed: Infantry will now prone when they're immobilized by the hovercraft's tesla bolt, instead of showing the electrocution animation.
-Changed: Infantry now die by electrocution instead of burning when hit by lightning and in the enhanced mode also when hit by the ion cannon and tesla/laser weapons.
-Changed: The Microwave Tank now deals less damage, but deals the damage instantly, immobilizes units for a longer period of time and is able to immobilize infantry as well by deploying.
-Fixed: The Microwave Tank is now able to gain experience (and thus get promoted) by destroying units.
-Fixed: All units now face towards the right in their sidebar icons (3 units didn't before).
-Fixed: Building 2 cheap units in a row (such as buggies or bikes) will no longer cause the second one not to arrive when it finishes.
-Fixed: Having a lot of .DPR files (these are custom or downloaded multiplayer maps) will no longer cause a delay in between changing menus (Credits: CCHyper).
-Fixed: The field repair superweapon is now more reliable.
Version 1.1113 (May 20, 2012):
-Added: Comp Stomp versions of Dante's Desert and Tiberian Twilight.
-Changed: Sent chat messages in multiplayer games now remain visible 5 times as long.
-Changed: You can no longer build on bridges.
-Changed: The easy AI now builds slower and attacks later (Credits: Rampastring).
-Changed: The AI won't attack cloaked objects with super weapons as often anymore.
-Changed: The Cruiser now deals more damage per shot.
-Changed: The stealth generator now has a bigger radius and consumes less power.
-Changed: The laser fence post now has more hitpoints and has a new image.
-Changed: You can now view the credits by via a button in the main menu and the Serial/Modem button has been removed.
-Changed: Some extra detail has been added to the map "Car Park" (Credits: Lin Kuei Ominae).
-Changed: Nod's Research Facility's cost has been lowered from 2000 to 1400 and its upgrade now provides power instead of draining it (Credits: LKO).
-Changed: The light tank's weapon now fires as quick as the medium tank's weapon in the enhanced mode, which makes them equally as cost-effective.
-Changed: Nukes now do more damage against buildings.
-Fixed: The destroyer now uses torpedoes against ships and naval yards.
-Fixed: The launcher's tray icon would sometimes not appear (Credits: Rampastring).
-Fixed: Video Back Buffer has been disabled, which should improve performance for a lot of people (Credits: Alex.
-Fixed: Most units will no longer de-accelerate before firing or stopping (Credits: Lin Kuei Ominae).
Version 1.1109 (Apr 15, 2012):
-Added: 2 new scripts for the map editor; one for disabling building bibs and one for enabling naval yards for maps.
-Added: New multiplayer maps; "Dante's Desert", "Red Valley" and "Circle of Death" (Credits: Lin Kuei Ominae, ChronoSeth, Rampastring).
-Added: The launcher will now inform you how many players are online in the tray area when you minimize the game after starting it in CnCNet mode (a text balloon will appear whenever the number of players changes) (Credits: Rampastring).
-Added: The launcher now shows the size of an update before you start downloading it (Credits: Rampastring).
-Added: The launcher now checks whether all of the game's files are are present and original (meaning not corrupted or modified) and will offer to redownload them if any differences are detected (Credits: Rampastring).
-Changed: The launcher's update progress bar now shows the total progress of the update instead of the progress for an invidual file (Credits: Rampastring).
-Changed: The Comp Stomp version of Frozen Wasteland is now 4 vs 4 instead of 6 vs 2.
-Changed: Mines now cost 500 credits instead of 200.
-Changed: The MCV now has a greater sight range in Enhanced mode.
-Changed: The Hovercraft MLRS has now 50% more hitpoints.
-Changed: You're now taken directly to the LAN lobby whenever you start DTA in CnCNet mode (Credits: CCHyper).
-Fixed: Buildings will no longer create a disco show during ion storms (they used to constantly flash during ion storms).
-Fixed: The hunter seeker is now animated while flying towards its target.
-Fixed: The V2 missile will no longer randomly fly in the wrong direction.
-Fixed: The map "Carpark" fixed and has been readded (Credits: Lin Kuei Ominae).
For a full change log with all changes since version 1.00 along with the credits releveant to each version, go to
http://dta.ppmsite.com/changelog/latest
3.Credits
To view the credits by role, start the game and press C in the Classic/Enhanced selection menu.
Alternatively you can go to http://dta.ppmsite.com/credits to view the credits for all individual tasks.
- Maps
-------
To view all the maps included with the current version of DTA, visit http://dta.ppmsite.com/maps
You can also go to the following page to download more maps or to upload your own: http://dta.ppmsite.com/forums/mapping
If you wish to make your own maps there are a few things you need to know in advance:
- The map editor is located in the FinalSun sub-directory.
- Make sure you always place the impassable clear ground under the
foundation of any terrain objects that are bigger than 1x1, otherwise
infantry will be able to walk right through them and vehicles will
always attack them instead of moving around them.
- Make sure you never place tiberium on impassable tiles, because this
will cause harvesters to move onto those tiles and get stuck.
- Whenever you've finished a map for DTA, you can upload it at
http://dta.ppmsite.com/forums/mapping
- Comp Stomp maps
------------------
Comp Stomp maps are modified versions of normal maps and are
optimized for battles between multiple allied human players against
multiple allied AI players.
Since both human and AI players play differently on different
maps, the difficulty of the different Comp Stomp maps can vary,
which is why we came up with a difficulty rating system, which is
indicated with stars after the map name:
- (easy), ** (medium) and *** (hard).
How to play:
After starting a game on a Comp Stomp map, all players (both human
and AI) will be on the same side of the map and the MCVs will start
right next to an animated tile; a teleporter. All human players are
meant to send their MCVs into this teleporter so that they'll all
teleport to the opposite side of the map, while the AI players will
remain where they started.
To use a teleporter, first select your MCV and without first moving
it (this is important, because the MCV might refuse to enter the
teleporter from another location than where it started from) click
the teleporter (the mouse cursor will change to an "enter" cursor
when you move it over the teleporter). When the MCV enters the
teleporter, it'll instantly teleport to another location on the map
and to quickly find out where it went you can press either the F key
("follow") or the H key ("home") on your keyboard.
All locations where the human players will teleport to are also
revealed so that you can immediately ally with all other human players.
To become allies with another player, first select one of that
player's units or buildings and press "A" on your keyboard (all
players will need to do this at the start of the game).
- Site
-------
For more information, assistance, bug reports, suggestions, extra maps and discussions, visit http://dta.ppmsite.com