Talk about anything related to DTA.
Suggestions
DTA is an awesome mod (and my favorite mod as I always wanted to have the possibility to play against the CPU in the original Tiberian Dawn and doing Comp Stoomps in Multiplayer mode), but some things could make it even better:
1. Plz put the next full release into a real professional install.
There are a lot of free, easy to use install makers in the internet and an install program makes a game/mod feel more complete and professional
(and often has a better compression).
2. some unit suggestions:
As the GDI got the powersuit, which is some kind of Mammoth MK2, Nod could get a Cyborg Commando (Probably my favorite unit in TS
). The normal commando is boring and
as in the enhanced mode GDI has first versions of hover technology and a prototype mech it would fit giving Nod some kind of prototype cyborg. And Cyborgs are cool.
Also the phase transport is too similiar to the Stealth Tank. The best thing imho would be if you would replace it with a subterranean transport, maybe removing
its weapon, reducing its place (so that maybe only one engineer, Thief, etc. could be transported) and/or increasing its price for keeping things balanced.
Then DTA would be imho the perfect combination of the best things of TD and TS (But of course its already great).
1. Plz put the next full release into a real professional install.
There are a lot of free, easy to use install makers in the internet and an install program makes a game/mod feel more complete and professional
(and often has a better compression).
2. some unit suggestions:
As the GDI got the powersuit, which is some kind of Mammoth MK2, Nod could get a Cyborg Commando (Probably my favorite unit in TS

as in the enhanced mode GDI has first versions of hover technology and a prototype mech it would fit giving Nod some kind of prototype cyborg. And Cyborgs are cool.
Also the phase transport is too similiar to the Stealth Tank. The best thing imho would be if you would replace it with a subterranean transport, maybe removing
its weapon, reducing its place (so that maybe only one engineer, Thief, etc. could be transported) and/or increasing its price for keeping things balanced.
Then DTA would be imho the perfect combination of the best things of TD and TS (But of course its already great).
Posted By DavyCrockett on Thu, 2010-06-03 00:48
Some of the sidebar unit and building graphics could use some improvement
Some of the sidebar pictures (like e.g. the one for the microwave tank,the tiberium fuel or the repair vehicle) don´t fit the look of the other pics and look ugly.
Will they be improved in a future version ? If not I would like to contribute by making better ones.
Will they be improved in a future version ? If not I would like to contribute by making better ones.
Posted By DavyCrockett on Mon, 2010-05-24 21:16
A couple of bugs?
Hi Bittah,
Really love the mod, you've done some great work, you are probably aware of these bugs in 1.10 but if not here they are:
GDI Advanced Communications Centre adds power (like power plant) rather than taking it away when built unlike the Temple of Nod which functions properly.
The GDI Rocket Launcher tank is way overpowered compared to what it should be and as a result feels very overbalanced.
Really love the mod, you've done some great work, you are probably aware of these bugs in 1.10 but if not here they are:
GDI Advanced Communications Centre adds power (like power plant) rather than taking it away when built unlike the Temple of Nod which functions properly.
The GDI Rocket Launcher tank is way overpowered compared to what it should be and as a result feels very overbalanced.
Posted By unsrm on Thu, 2010-04-08 20:27
Problems...
Using Windows 7.
I downloaded and unzipped the files and ran DTA.EXE (there are still 2 zipped folders in the main folder though?).
The main menu shows and if I choose Skirmish, it seems to start and run ok.
But if I choose New Campaign, nothing happens - the main menu remains and the background music restarts.
I read somewhere that TS does not need to be installed, and it is not installed.
Am running in Windows XP SP3 Compatibility Mode - have experimented with different modes here but to no affect.
What did I do wrong?
I downloaded and unzipped the files and ran DTA.EXE (there are still 2 zipped folders in the main folder though?).
The main menu shows and if I choose Skirmish, it seems to start and run ok.
But if I choose New Campaign, nothing happens - the main menu remains and the background music restarts.
I read somewhere that TS does not need to be installed, and it is not installed.
Am running in Windows XP SP3 Compatibility Mode - have experimented with different modes here but to no affect.
What did I do wrong?
Posted By deanmccrae on Mon, 2010-04-05 10:53
The AI
I have almost stopped playing the mod. And it is because I play skirmish a lot and I'm starting to get bored about the enemies AI.
Here I tell you how it works mostly:
The vast majority of times they don't attack, unless they are provoked, specially if I shoot at their harvester. At the beginning of the game their attacks can be harmful, but in a few minutes I buy things to defend myself. And then, the attacks never success. They keep sending a small amount of units again and again for a long time, that never have any chance to do some significant harm. And that's very boring. I always play against the highest AI level.
I don't know if you're going to improve the AI because neither Tiberian Sun nor Tiberian Dawn have good AI, so maybe it's not your priority. I think it's a lot of work to improve the AI, I don't really know, but I think it'd be really cool. Just take a look at C&C3's AI, sometimes can be very hard to beat, and that makes the skirmish games a lot more intense and challenging.
In short, I'm just telling you that if you improve the AI in your mod to make AI players really challenging and even capable to beat a human player, it would be awesome and it'd make the mod a lot more interesting and entertaining.
Here I tell you how it works mostly:
The vast majority of times they don't attack, unless they are provoked, specially if I shoot at their harvester. At the beginning of the game their attacks can be harmful, but in a few minutes I buy things to defend myself. And then, the attacks never success. They keep sending a small amount of units again and again for a long time, that never have any chance to do some significant harm. And that's very boring. I always play against the highest AI level.
I don't know if you're going to improve the AI because neither Tiberian Sun nor Tiberian Dawn have good AI, so maybe it's not your priority. I think it's a lot of work to improve the AI, I don't really know, but I think it'd be really cool. Just take a look at C&C3's AI, sometimes can be very hard to beat, and that makes the skirmish games a lot more intense and challenging.
In short, I'm just telling you that if you improve the AI in your mod to make AI players really challenging and even capable to beat a human player, it would be awesome and it'd make the mod a lot more interesting and entertaining.
Posted By TiberFCSL on Thu, 2010-02-11 02:46
Balancing issues & suggestions: Enhanced Mode / Tech 10
Let me introduce this with the statement that I mostly play GDI.
All these suggestions are for the enhanced mode / tech10 ONLY
Hovertank too versatile
- It is an artillery, yet very fast and heavier armored than the nod artillery
- it can cross both land & see. Rivers are no barriers anymore
- it is effective against: Vehicles, Infantry, Air Units and can also be used in see combat.
- Splashdamage due to the use of two rockets. makes it very strong when used in packs. aiming for one unit slows every unit close to the target down, giving the artillery more time to destroy the enemy army before it comes into range
- It has a gunturret, allowing it to aim faster than the nod artillery
- and all that for only 1000 bucks
I suggest to reduce its role to a special-ops unit for blitz attacks on targets surrounded by see as some sort of counterpart to the stealth tank. It's AA capabilities should still be helpful to effectively counter A10s
Suggestions:
- reduce ground to ground range (like medium tank)
- reduce price to 900
- reintroduce classic GDI artillery (range similar to NOD artillery)
Carryall ensures map domination
- allows to transfer MCVs safely and fast for the creation of new expansions
- allows to create expansions ANYWHERE on the map
The Carryall also allows to stage extreme drop maneuvers, for example dropping a bunch of mammoths+XO from seemingly safe cliffs behind the actual defense lines. While this may be countered by the price of each carryall and NOD being able to stage something similar them selves with stealth units, the fact can't be ignored that GDI gets a massive advantage when it comes to map control by being able to build expansions extremely fast and anywhere
Suggestions:
- Introduce NOD MCV that moves through the underground
- Must not serve as construction yard - only as base crawler.
- fairly low armor (one ion beam should vaporize it)
I know it's a rather annoying suggestion with the work being involved and all but there isn't any other option to counter the advantage the GDI got with he carryall (other than forcing mappers not to plant tiberium on isles and closed mountains&valleys of course
)
Advanced Com-Center
- Acts like a Radar
- Acts like an Advanced Power Plant
Suggestion:
- put a minus in front of its power stats ...
Hint Helicopters
- useless
Suggestions:
- I seriously don't know, man ... maybe reconfigure 'em so they behave like jetpackers (always in the air/unlimited ammo)
- allow it to fly into fog and give it a small scouting range like one of the carryall, so you can at least scout isles with it.
Support Aircrafts
Well, I think its way to powerfull against the poorly armored NOD units. If you catch a moving army with its AA off-guard, its literally toast.
Suggestions:
- 70% Armor
- Reduce "Ammo" to 1
- Allow Unlimited Production of Airfields and SAs
Advanced Guard Towers
- Higher Range than Obelisk
- Shoots instantly with spashdamage, slowing enemies down
- Attacks both air and land
- Virtually no power consumption
Suggestions:
- Raise Power Consumption. Right now, You can have a huge turretfarm only powered by your advanced com-center
Phase Transport
Its ridiculously overpowered in pvp. with no countermeasures other than infantry standing around, you can bust almost anything that isn't heavily guarded. Just loose it. The Heli-trans should be enough of a ride for the commando and the engineers. DON'T implement sensory units. Stealthtanks already are weak enough as-is.
Nod Artillery
Suggestions:
- Reduce Damage
- 10% More Armor
Other Suggestions:
Delete Stuff
- UAV (Useless, distracts and uses up a menu slot)
- NOD APC (if you should want to keep the phase transport, what would they need an APC for?)
- NOD Buggy (they already have the recon bike for the scouting job)
- Hum-vee (I could just invest 300 more and buy a unit that's actually useful)
Silo
Seriously, why would I want to build something that can be blown away with one Ion beam, causing the loss of thousands of dollars in the progress. Anyone would rather pump infantry than building those things. And since there aren't even any thieves in game, its questionable if there should be a storage limit at all
Rock, Paper, Infantry
I just wanted to point out that infantry has become worthless due to the introduction of _real_ artillery. I don't quite know how to fix this, though.
The only way would be to forbid artillery to fire on infantry or something, which, most likely, isn't even possible.
Maybe making em only a half of their current price would help? I remain clueless on this matter D:
All these suggestions are for the enhanced mode / tech10 ONLY
Hovertank too versatile
- It is an artillery, yet very fast and heavier armored than the nod artillery
- it can cross both land & see. Rivers are no barriers anymore
- it is effective against: Vehicles, Infantry, Air Units and can also be used in see combat.
- Splashdamage due to the use of two rockets. makes it very strong when used in packs. aiming for one unit slows every unit close to the target down, giving the artillery more time to destroy the enemy army before it comes into range
- It has a gunturret, allowing it to aim faster than the nod artillery
- and all that for only 1000 bucks
I suggest to reduce its role to a special-ops unit for blitz attacks on targets surrounded by see as some sort of counterpart to the stealth tank. It's AA capabilities should still be helpful to effectively counter A10s
Suggestions:
- reduce ground to ground range (like medium tank)
- reduce price to 900
- reintroduce classic GDI artillery (range similar to NOD artillery)
Carryall ensures map domination
- allows to transfer MCVs safely and fast for the creation of new expansions
- allows to create expansions ANYWHERE on the map
The Carryall also allows to stage extreme drop maneuvers, for example dropping a bunch of mammoths+XO from seemingly safe cliffs behind the actual defense lines. While this may be countered by the price of each carryall and NOD being able to stage something similar them selves with stealth units, the fact can't be ignored that GDI gets a massive advantage when it comes to map control by being able to build expansions extremely fast and anywhere
Suggestions:
- Introduce NOD MCV that moves through the underground
- Must not serve as construction yard - only as base crawler.
- fairly low armor (one ion beam should vaporize it)
I know it's a rather annoying suggestion with the work being involved and all but there isn't any other option to counter the advantage the GDI got with he carryall (other than forcing mappers not to plant tiberium on isles and closed mountains&valleys of course

Advanced Com-Center
- Acts like a Radar
- Acts like an Advanced Power Plant
Suggestion:
- put a minus in front of its power stats ...
Hint Helicopters
- useless
Suggestions:
- I seriously don't know, man ... maybe reconfigure 'em so they behave like jetpackers (always in the air/unlimited ammo)
- allow it to fly into fog and give it a small scouting range like one of the carryall, so you can at least scout isles with it.
Support Aircrafts
Well, I think its way to powerfull against the poorly armored NOD units. If you catch a moving army with its AA off-guard, its literally toast.
Suggestions:
- 70% Armor
- Reduce "Ammo" to 1
- Allow Unlimited Production of Airfields and SAs
Advanced Guard Towers
- Higher Range than Obelisk
- Shoots instantly with spashdamage, slowing enemies down
- Attacks both air and land
- Virtually no power consumption
Suggestions:
- Raise Power Consumption. Right now, You can have a huge turretfarm only powered by your advanced com-center

Phase Transport
Its ridiculously overpowered in pvp. with no countermeasures other than infantry standing around, you can bust almost anything that isn't heavily guarded. Just loose it. The Heli-trans should be enough of a ride for the commando and the engineers. DON'T implement sensory units. Stealthtanks already are weak enough as-is.
Nod Artillery
Suggestions:
- Reduce Damage
- 10% More Armor
Other Suggestions:
Delete Stuff
- UAV (Useless, distracts and uses up a menu slot)
- NOD APC (if you should want to keep the phase transport, what would they need an APC for?)
- NOD Buggy (they already have the recon bike for the scouting job)
- Hum-vee (I could just invest 300 more and buy a unit that's actually useful)
Silo
Seriously, why would I want to build something that can be blown away with one Ion beam, causing the loss of thousands of dollars in the progress. Anyone would rather pump infantry than building those things. And since there aren't even any thieves in game, its questionable if there should be a storage limit at all
Rock, Paper, Infantry
I just wanted to point out that infantry has become worthless due to the introduction of _real_ artillery. I don't quite know how to fix this, though.
The only way would be to forbid artillery to fire on infantry or something, which, most likely, isn't even possible.
Maybe making em only a half of their current price would help? I remain clueless on this matter D:
Posted By shoX. on Mon, 2010-01-25 17:58
Walls in DTA
Hi there!
I wonder if you tried to implement the feature, that the ai is building walls. I remember that there's a feature in TS which allows the ai to do so. Years ago when I played TS, I managed it to let it build walls, but as far as I remember, the results weren't very satisfying.
Did you consider that allready?
Oh and, how about lowering the costs for the walls? I can't remember any player who built walls in TD or RA1 because they were just too expensive. Or do you think it's a bad idea because this isn't TD-like? I would appreachiate it, but I don't know if it's right because it's a conversion mod.
I wonder if you tried to implement the feature, that the ai is building walls. I remember that there's a feature in TS which allows the ai to do so. Years ago when I played TS, I managed it to let it build walls, but as far as I remember, the results weren't very satisfying.
Did you consider that allready?
Oh and, how about lowering the costs for the walls? I can't remember any player who built walls in TD or RA1 because they were just too expensive. Or do you think it's a bad idea because this isn't TD-like? I would appreachiate it, but I don't know if it's right because it's a conversion mod.

Posted By SeriousToni on Mon, 2010-01-25 15:31
Flying Rockets as in CnC 1
The rockets of units (like the rocket launcher) fly a long way if they couldn't keep track of their target and then explode somewhere else on the ground, which is very nice.
But if they fire rockets and then the target dies, the rockets just disappear.
I wonder if it's possible to make rockets, which are fired and heading to the enemy, go on their flight to the last location of the target (the one they are heading) and then explode there, like in Tiberian Dawn.
It's not that I ask just for beautiness. The real sense behind this lies there, when a tank or building is destroyed and the rockets which are left in the air would be able to kill it right away, instead of having to wait, till the next rounds are loaded and fired.
How does that sound to you?
But if they fire rockets and then the target dies, the rockets just disappear.
I wonder if it's possible to make rockets, which are fired and heading to the enemy, go on their flight to the last location of the target (the one they are heading) and then explode there, like in Tiberian Dawn.
It's not that I ask just for beautiness. The real sense behind this lies there, when a tank or building is destroyed and the rockets which are left in the air would be able to kill it right away, instead of having to wait, till the next rounds are loaded and fired.
How does that sound to you?
Posted By SeriousToni on Sat, 2010-01-02 23:28
DTA(LAN) & Other Tiberian Sun Mods(LAN)
I have a question...
how can DTA can access LAN while the Tiberian sun itself can't access it??
any ideas to fix it??
how can DTA can access LAN while the Tiberian sun itself can't access it??
any ideas to fix it??

Posted By mostactop on Wed, 2009-12-02 12:02