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Announcing The Dawn of the Tiberium Age version 1.13
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 01, 2014 11:43 am    Post subject:  Announcing The Dawn of the Tiberium Age version 1.13 Reply with quote  Mark this post and the followings unread

If you've been following us lately, you've most likely noticed that we've been posting plenty of pictures from the next version of The Dawn of the Tiberium Age.



Today we're officially announcing The Dawn of the Tiberium Age 1.13. It will be a massive multiplayer-oriented update, including new features for Skirmish and especially CnCNet multiplayer. We're aiming to give you the best classic C&C experience available, no less. Let me list some of DTA 1.13's new multiplayer features:

  • Private messaging on CnCNet
  • Colored chat on CnCNet
  • Improved CnCNet UI both visually and usability-wise
  • Lockable games and persistent game lobbies (meaning the game lobby doesn't get disbanded after having a single game unless you wish so)
  • Spectator support
  • Dynamic map preview; starting locations, teams and colors of all players with pre-placed starting locations are now displayed on the preview
  • All windows are now re-sizable, scaling properly from low-resolution netbooks to your shiny new 4K Ultra HD monitor
  • Map previews are now much larger and sharper
  • 4 different themes to select from; Tiberian Dawn, Classic Tiberian Dawn, Red Alert Allied and Red Alert Soviet themes.




That's just the technical part. For gameplay features, we have 81 varied multiplayer maps, 4 different and diverse factions to pick from, and a huge array of multiplayer options that outnumbers every official C&C game and most mods ever made:

  • Crates
  • Short Game
  • Immune Harvesters
  • Re-Deployable MCV
  • Multi-Engineer
  • Destroyable Low Bridges
  • Infinite Tiberium / Ore
  • Replace Tiberium With Ore
  • Harvesters Unload Instantly
  • Stormy Weather
  • Extreme AI
  • Turtling AI
  • Build Off Ally
  • Start Without Shroud
  • Shroud Regrows
  • No Infantry Crushing
  • Disable Visceroids
  • Disable Super Weapons
  • Disable Unit Queuing

For precise descriptions of these game options, please check some of the images on our images section.



We will also be introducing new game modes in DTA 1.13, the most important one being Co-Op Missions. These are singleplayer-style pre-scripted missions, but created for multiple players; just imagine what DTA's current singleplayer missions would be like if you could play them with your friends. If you want to play these Co-Op Missions alone, you can have an AI team mate on some missions, but on other missions it's not going to be much of help. So, we recommend that once DTA 1.13 is out, you grab some friends (or seek for friends on the CnCNet Lobby) and play these missions with real intelligence on your side. Dying together with your friends is always more fun than dying alone, isn't it?

We also have some additional game modes in the works, but you will hear more about them later.



Other than improved CnCNet multiplayer, new game options and game modes, The Dawn of the Tiberium Age 1.13 will also come with some new and improved maps as usual. There's also a large amount of balance changes incoming; to make our multiplayer experience as awesome as possible, we've been playing dozens and dozens of online games with the staff, including both co-op and player-against-player matches. Based on those games, we've done a lot of fine-tuning to the balance of our 4 different sides, and I can say that we're now really satisfied with it.

DTA 1.13 will be released soon. We don't have a habit of giving out exact release dates, but we can say that it'll certainly be within this year, so within the next two months. Until then, stay tuned as we'll be giving out more updates in the meanwhile! On November 4th DTA will turn 7 years old, and we're still going strong!

PS. We just created a Facebook page at https://www.facebook.com/dawnofthetiberiumage. If you use Facebook, please like us to help spread the word!

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Nov 01, 2014 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

doesn't regrowing shroud make the game crash? i remember there was a huge issue with it in the TS engine.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 01, 2014 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

fog <> shroud
regrowing fog = crash
regrowing shroud = works

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 01, 2014 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
doesn't regrowing shroud make the game crash? i remember there was a huge issue with it in the TS engine.

No, regrowing shroud works perfectly. You must be thinking about Fog of War; that causes random crashes in TS.

EDIT: Meh, LKO ninja'd me while PPM was throwing a 503 on my face.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Nov 01, 2014 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why are some lobby settings blurred?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 01, 2014 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Sat Nov 01, 2014 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aside from improved skirmish and multiplay. What kind of graphical improvements will 1.13 include?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 01, 2014 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graphical improvements? Well, the CnCNet Client is more beautiful, other than that none. I don't think there's much we can or should improve graphics-wise (while keeping the classic graphical style of TD and RA).

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Sun Nov 02, 2014 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Graphical improvements? Well, the CnCNet Client is more beautiful, other than that none. I don't think there's much we can or should improve graphics-wise (while keeping the classic graphical style of TD and RA).


Oh ok. I also noticed that when Tiberium is harvested it still remains and it'll disappear when you pause the game or scroll past it off screen and return back.

Is that a bug or something?

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Nov 02, 2014 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very awesome update!

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Nov 02, 2014 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

CabalCore wrote:
Oh ok. I also noticed that when Tiberium is harvested it still remains and it'll disappear when you pause the game or scroll past it off screen and return back.

Is that a bug or something?

Yes, a bug in the TS engine. It's not limited to only DTA as far as I know. It also doesn't happen always; often the tiberium image is refreshed correctly right after harvesting, but not always.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Nov 02, 2014 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man, I can't lie. I'm pretty jealous of the CnCNet 5 launchers TS mods get. And you guys make it look phenomenal. Ace work.

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Mon Nov 03, 2014 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

The 'Disable Viceroids" will come in handy because it's annoying to see the AI just run it's infantry through Tiberium fields and them turn into Viceroids. Sometimes it's so bad that the AI will be killed by dozens of Viceroids before I get to them lol.

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DoMiNaNt_HuNtEr
General


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

PostPosted: Mon Nov 03, 2014 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, this is killer.

Will Ore still slowly kill infantry and potentially turn them into visceroids just like Tiberium?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 03, 2014 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

No, Ore is now 100% harmless to infantry.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Nov 03, 2014 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
No, Ore is now 100% harmless to infantry.

;-*)

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 03, 2014 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, look who's alive Razz

And yes, I credited you for that hack in both the general credits and version 1.1282's change log Wink
Have you managed to find a solution for the issue that this hack makes blue tiberium doing 0 damage as well since then by the way?

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Tue Nov 04, 2014 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

So what new maps will be included in this release?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Nov 04, 2014 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not many. There are a few new co-op maps (with the game mode), at least one new basic multiplayer map (by drive), and two old maps have got improvements. We're unfortunately pretty short on staff, and while I've traditionally built multiple maps for every DTA release, for 1.13 I've been busy with writing the Client.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 04, 2014 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

and Bittah deleted all my WIP maps #Tongue

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CabalCore
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Joined: 23 Oct 2013

PostPosted: Tue Nov 04, 2014 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another question. Will the GPS, Gap, Iron Curtain and Chronosphere be properly implemented in the future?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 04, 2014 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, these features simply don't work in the TS engine. Maybe one day Hyper will make these possible via Hyper Patch, but I wouldn't wait for it.

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DoMiNaNt_HuNtEr
General


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

PostPosted: Tue Nov 11, 2014 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
No, Ore is now 100% harmless to infantry.


HELL. YES!

way to go Iran, you're a great country.

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virtue
Vehicle Driver


Joined: 08 Oct 2014
Location: UK

PostPosted: Wed Nov 12, 2014 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

sooo stoked for this!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 12, 2014 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
No, these features simply don't work in the TS engine. Maybe one day Hyper will make these possible via Hyper Patch, but I wouldn't wait for it.

I think using the existing TS logics to create something different yet fitting would be nice though.
-HunterSeeker or DropPodSpecial used on the Chronosphere to give the player a free unit every few minutes (e.g. chrono tank or a squad of chrono legionnaires/time travelers)
-the activeanim on GAP gen to hide anything under it, with this activeanim invisible for all Allies house players. (i think our test worked well enough, just needed some more balancing, maybe smaller area)
-FireStormSpecial used for a Iron Curtain base defense wall
-GPS isn't necessary imo, as there are enough fast scouts available for Allies

While different, these logics would still somehow fit to the known RA versions.

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