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The Dawn of the Tiberium Age v1.1228
Moderators: Dawn of the Tiberium Age Staff
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Mar 07, 2014 7:30 am    Post subject:  The Dawn of the Tiberium Age v1.1228
Subject description: And a quick summary of the rest of this year's updates
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The Dawn of the Tiberium Age version 1.12 has been released over just 2 months ago already and quite a few updates have been released since then, including the update to version 1.1228 that was released today.

 

I'll quickly summarize the most important changes after version 1.12:
  • Many performance issues have been fixed, which caused the game to slow down, crash or even not start at all.
  • Small issues on a number of maps have been fixed.
  • More changes to make DTA's classic mode match Tiberian Dawn even more closely have been made.
  • Many balance improvements have been made, which make battles between different factions more fair and enjoyable.
  • Players used to be unable to join hosted games on CnCNet, unless it was the first game in the list. This meant that if someone hosted a game after you hosted one, nobody would be able to join your game anymore (this is one reason why some players ended up waiting for hours for someone to join, with no one ever entering it).
  • Alliances wouldn't be set up properly when you'd attempt to play with more than 4 players in a single team.
 

Today's update to version 1.1228 includes the following changes:
  • More balance improvements have been made.
  • All Red Alert units now use voices and weapon sounds from Red Alert (the light infantry and rocket infantry still used American voices before), while the Tiberian Dawn units still use their original sounds. All tanks currently still use the firing sounds from Tiberian Dawn, although you can replace these tank firing sounds with the Red Alert variants via a checkbox in the options menu (this option will also change the sound you hear when a building is destroyed to the Red Alert variant).
  • All factions are now able to repair their aircraft on the Repair Facility (Allies and Soviet weren't able to before).
    The game engine actually only allows aircraft to be repaired on a single Repair Facility, so to get around this, all factions now build the same Repair Facility and its graphics will either look like the Tiberian Dawn or the Red Alert version depending on the faction you're playing as. As a side-effect you can now see a Red Alert Repair Facility in a GDI base for example and it was also necessary to make Nod able to build the Repair Facility as well.
  • It turns out that the King of the Hill mode wasn't properly playable because the timer only functioned when playing as Allies. This has now been fixed, so if you've tried this game mode before and it didn't work, please give it another shot.
  • Because of a small error in the launcher's code, Soviet would never be picked whenever you selected Random as your faction; this has now been fixed.
  • Capturing construction yards or refineries of other factions should no longer make unclickable grey icons appear on the sidebar.
  • You can no longer play as Allies or Soviet in Classic mode; you can still select them, but this will now make you start as either GDI or Nod with a Red Alert sidebar; the Red Alert factions have a huge unfair advantage in classic mode after all. This is a temporary solution until the option to select the Red Alert factions is completely removed whenever classic mode has been selected.
  • The multiplayer map "Perilous Islands" has been added, which can be seen  in the image below. This map is unique in the sense that you purely  need to rely on ships and aircraft in order to win the match and also  capturing islands in order to boost your economy. The AI will be a tough  opponent on this map as well.
 
The Change Log contains a more specific list of all changes.

As you can see, quite a few changes have been made in these past 2 months already, so if you've had issues before and you haven't updated recently, try the latest version and chances are that your issues have been solved. If not, please don't hesitate to report them (whether they're performance issues or gameplay issues) and we'll fix any issues that are within our power to fix, as soon as possible.

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Last edited by Bittah Commander on Mon Mar 10, 2014 11:42 am; edited 2 times in total

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Mar 07, 2014 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats ztyping amazing how you get the AI to rock the navy. The AI can do this now? Before in all C&C games the AI sucked ass and never used many ships.

Impressive, very fun mod with da nostalgia!

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IN-GAME NAME: MAKINTOKE

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Mar 07, 2014 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI is able to use naval units on all of DTA's naval maps, but on this particular map it exclusively builds naval units (and aircraft). The AI unfortunately still isn't smart enough to be able to expand to any of the islands where it can harvest extra tiberium, so to compensate for this it had to be given rather large cash bonus on this map.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sat Mar 08, 2014 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

You think there will be a time when the AI in C&C can finally use base expansion tactics?

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IN-GAME NAME: MAKINTOKE

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 08, 2014 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not in the way humans would expand, but
there should be a workaround.
e.g. a special high tech AI team consisting of only a single special MCV, that has a weapon and DeployToFire=yes. (weapon range would then define at which distance to the enemy it would deploy, e.g. Range=40)
This way the AI would create expansion bases too.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 08, 2014 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really hope that thing would only look like a ConYard inb4 AI building cloning comes in...

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Mar 08, 2014 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
You think there will be a time when the AI in C&C can finally use base expansion tactics?

C&C3 AI uses base expansion tactics #Tongue But if 'C&C' is restricted to earlier games and mods like DTA, sadly no. There'd be a way like LKO said, but it'd be incredibly lame since the AI gets another structure building queue for every extra CY it has.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Mar 09, 2014 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah I forgot about C&C 3. But, ouch - so the AI would just build way to much.

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IN-GAME NAME: MAKINTOKE

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Mar 10, 2014 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Not in the way humans would expand, but
there should be a workaround.
e.g. a special high tech AI team consisting of only a single special MCV, that has a weapon and DeployToFire=yes. (weapon range would then define at which distance to the enemy it would deploy, e.g. Range=40)
This way the AI would create expansion bases too.

Graion Dilach wrote:
I really hope that thing would only look like a ConYard inb4 AI building cloning comes in...

I don't think this work-around could work if the conyard only looks like a conyard but actually isn't one, considering that the AI won't build any structures next to it otherwise. IIRC it can only build structures in a certain radius around the conyard and I haven't confirmed which key actually is responsible for allowing the AI to build structures around it (either BuildConst=, Factory=BuildingType or ConstructionYard=yes).

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