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> The Dawn of the Tiberium Age v1.11 progress
Bittah Commander
post Feb 14 2011, 06:30 PM
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It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.
So rather than being dead, DTA's development is in fact more alive than ever:

Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots;

There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot.

Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level).
But...

...as tough as the new AI is, it's of course not unbeatable. smile.gif

In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater.


I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. wink1.gif


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