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The Dawn of the Tiberium Age v1.1290

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It's been just 2 over days since the last update, but here's another one and we ended up coming up with more improvements in this short time than expected.

First of all, there have been a few bug fixes: The AI's naval yards were all invisible, the Missile Sub did less damage against ships after becoming elite, while doing way too much damage against structures and unanimated water used the wrong colors in FinalSun.

Arctic Circle has been added; a new multiplayer map by ChronoSeth.


The YAK had its hitpoints reduced, while the MIG had its hitpoitns increased to improve the game balance a bit and the Sea Shadow's missile's explosion has been changed because the nuke mushroom clouds became a bit too excessive used.

Snow versions of ore, gems and smudges have been added.

Map makers are able to enable these for their maps via newly added tool scripts in FinalSun.


Thanks to a hack from Iran, neutral units are now automatically targeted by your units and the AI's (so you'll no longer stupidly see an AI base being destroyed by a visceroid, without the AI doing anything about it).
Although this is just a seemingly small thing, it adds the potential for creating co-op missions against a neutral house, especially since the previous update made it possible to place player-owned units on maps and also create player-specific "change house" and reinforcement triggers.

And last, but not least, you will now only see other DTA players when you log onto CnCNet.
It used to be impossible to tell whether any DTA players were online, unless any games were hosted. Since not everyone bothers to host a game when they come online, this likely reduced the online player count a bit.
Since all irrelevant users are now filtered out, finding other DTA players will be a lot easier, so hopefully this will help the online activity to pick up a little.

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