A couple of patches have been released for Dawn of the Tiberium Age in recent weeks, with the last one, 1.194m, being released on December 23rd. From the 1.92f version that we have announced last september until now, a lot has been added or tweaked. Read more here!
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How to play
Releasing in 1999, Tiberian Sun introduced a new isometric art style to the C&C franchise and raised the quality bar of the FMV cutscenes. Firestom was the game's one and only expansion pack, which expanded upon the story and introduced a handful of interesting new units.
Follow our simple how to play guide in order to experience the original campaigns in their full glory or dive straight into multiplayer via CnCNet.
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Tiberian Sun News
Discover the latest Tiberian Sun news from around the C&C community. Including patches, maps, mods and much more!
No Strings Prd has been playing around with AI upscaling some C&C FMVs. Here's a collection of a little from each game starting with Tib Sun.
Tiberian Sun modding is still active in 2020 and looks to still continue on into 2021! Here are some updates on some of the more interesting TS mods in the community. Tiberian War: Warzone, the first release of the "Tiberian War Collection" mod for Tiberian Sun, will release this month. You may be familiar with this mod, as it used to be known as "Tiberian Sun WarZone", before mod author Trif_Mircea decided to switch around to a different naming convention.
Dawn of the Tiberium Age, the Tiberian Sun mod that reworks and mixes Tiberian Dawn with Red Alert 1 on the Tiberian Sun engine, has received its long-awaited Naval Patch. This latest update, which reworks the Navy in the entire mod, for all 4 factions, and add finally adds Naval Transports, as well. You can read about the update below and download it through the link below: https://www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/naval-patch-is-here Enjoy, Commanders!
Name: Javelin MissileMech Role: mid-range fire support Cost: 1,00 Strength: 350 HP, heavy armour Weapons: quad barrage rockets Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ Initially passed by in favour of the Juggernaut project, the Javelin MissileMech was an older attempt at providing fire support on a walker base. It lost out to the Juggernaut in terms of range and firepower, compared to the naval cannons carried by the other mech, and its ability to move and fire at the same time was considered not enough of a plus point over the Juggernaut. However, with the passing of the Firestorm Crisis, and the spread of CABAL's sub-commander cores, the Javelin design was revisited when the need for more mobility, to strike fast and relocate faster, became an increased priority versus the CABAL aerial drones and their relentless ability to swarm stationary targets. The original guided missiles on the Javelin were swapped out for unguided barrage rockets, which required less targeting time and gave greater area denial at the expense of accuracy; with the Juggernaut already setting a baseline for acceptable accuracy, the Javelin's barrage rockets were considered well within acceptable bounds. The Javelin has known limitations around hitting targets close to it (as with most artillery units), and is easy prey for hostile air units. Commanders are advised to keep the Javelin operating behind a Titan screen, and well within the flak cordon created by the Watchman and Hover MLRS supporting units.
Name: Moto-Hunter Role: scout & fast attack Cost: 600 Strength: 150 HP, wood* armour Weapons: dual incendiary cannons Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ The first Moto-Hunters were encountered on long-range patrols around CABAL installations, and were initially mistaken for regular Attack Cycles, as used by Nod forces. However, where the Nod bike carries a small anti-armour rocket launcher, the Moto-Hunter is equipped with dual low-velocity cannons firing incendiary white phosphorous rounds. This makes them lethal against both infantry and structures, which will both quickly catch fire from the firestorm unleashed by the Moto-Hunter. When paired with the slower Infantry-Hunter drones, they can decimate infantry squads in a matter of seconds. The CABAL sub-commanders are often seen using the Moto-Hunters as fast skirmishers, to lure enemy forces into ambush situations where heavier CABAL units can then spring the trap. If cornered or attacked from the air, these attack bikes are still too fragile and lightly armoured to last long.
Name: Laser Hunter II Role: main battle tank Cost: 950 Strength: 350 HP, heavy armour Weapons: laser turret Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ A parallel evolution to the newly unveiled Nod Scarab Laser Tank, the Laser Hunter II came from a separate CABAL development stream that focused on recreating the classic main battle tank configuration, but with a laser cannon as primary armament. Where the CABAL design succeeded in recreating a nimble turret mount, and a broad-spectrum laser effective against any target, it fell short on the speed and cost side - Laser Hunters are not only slower than most other battle tanks of the time, they are also about 20% more expensive. Once moved into position, these hunter drones will present a formidable and nigh-impenetrable wall of steel and firepower to any force that faces them. Enemy commanders are advised to exploit their slow speed to hit them with EMP and artillery strikes while they are on the move, for once they reach their target there is little stopping them.
Name: Servitor Drone Role: vehicle repair Cost: 1000 Strength: 300 HP, heavy armour Weapons: welder & repair claw Special Ability: can detect stealth Download Asset: https://ppmforums.com/topic-56091/ts-voxel-assets-from-ts-forgotten-wars/ Formed by mating a construction drone torso to a heavy tracked chassis, the Servitor Drone is a common feature in most CABAL bases. Its ability to repair CABAL's extensive fleet of vehicular drones makes it invaluable for the AI to continue its operations, and its advanced sensor suite makes it the ideal sentry for detecting cloaked units around sensitive installations. They are often seen guarding CABAL's Advanced Refineries too, where they will maintain the integrity of the fragile Scarab Drone swarms upon which CABAL relies for its resource collection. Due to its heavy chassis, it is also far more durable than the comparable Nod Mobile Repair Vehicle, which allows it to better keep up with CABAL attack forces as they advance across the Tiberian landscape.
Name: Scorpion Hunter Role: tech battle tank Cost: unknown Strength: unknown Weapons: lasers, rockets With the newly developed Cyborg Reaper lost to CABAL's homicidal treachery, Nod labs had to work fast to find a replacement for this unit in its arsenals, and the Scorpion Hunter was the solution to this. Taking the "fear and awe" element of previous Nod designs, together with the scorpion symbol so important to the group, the Scorpion Hunter represents another terrible weapon in the Nod arsenal - both in terms of its appearance, as well as its armament. Armed with dual cluster-missiles launchers similar to that carried by the Reaper, and with a paralysing EMP sting in its "tail", the Scorpion Hunter is perfectly suited for hunting, paralysing, and smashing apart CABAL cyborgs. This unit still appears to be going through final development, so its fielded battlefield performance is probably subject to change.
Name: Falcon Gunship Role: light bomber Cost: 1,200 Strength: 230 HP, light armour Weapons: GP bombs, 4x loads Download the asset: xxx Combining older VTOL technology with a weapons rack filled with low-yield bombs, the Falcon Gunship offers the Forgotten a light bomber option that can loiter over the battlefield and perform a number of bombing runs before its stores are depleted. Ideal for strafing enemy ground columns, the Falcon can also be used against enemy turrets if they work together in squadrons; on their own, a single Falcon lacks the accuracy to do great damage quickly, and concentrated AA fire will down them before they can do much.
Name: Forgotten Airstrip Role: primary aircraft production & reloading structure Cost: 750 Strength: 600 HP, concrete armour Foundation: 2x3 Fielding a larger variety of older S/VTOL tech for their air units, the Forgotten Airstrip is by necessity a slightly larger structure than comparable GDI and Nod Helipads. The Airstrip is also more expensive than regular Helipads, although it does have one advantage: being made from almost solid concrete, it it far more resistant to damage. It is capable of producing and reloading all of the various Forgotten air units.
Name: Lancer Bomber Role: fast bomber Cost: 1,600 Strength: 180 HP, light armour Weapons: smart bombs, 1x load Download the asset: xxx Built around a battlefield requirement for surgical strikes against targets with light or medium armour, the Lancer Bomber emphasized speed at the expense of payload. Faster than the Orca Bomber, the Lancer will deliver its entire payload with pinpoint accuracy on a single spot, making it the perfect tool for taking out targets fast. It is more fragile than the Orca Bomber though, and Forgotten commanders are advised to keep them well away from enemy SAM sites, and repair them as often as possible. Too many hits will see these craft tumbling from the skies in no time.
Name: Drone Exo-Barge Role: hover transport Cost: 900 Strength: 400 HP, heavy armour Weapons: none Abilities: transport 10x infantry Download asset: xxx Repurposed from an existing trans-oceanic cargo liner design, the Exo-Barge gives CABAL sub-commanders the ability to land troops on any beachhead where the AI might need them. Slow but heavily armoured, the Exo-Barge can unload its cyborg cargo within seconds before pulling back to safety again.
Name: Helix Jet Role: light fighter Cost: 1,100 Strength: 180 HP, light armour Weapons: HE rockets, 2x shots Download the asset: xxx Developed around a prominent European aerospace design, the Helix was intended to offer military force a fast-strike ability on the changing battlefields of a post-tiberium world, but did not manage to impress the intended GDI audience with its performance. Considered too fragile and too poorly armed against the competing Orca designs, the Helix was instead bought up by a scattering of small national users and private security forces, and has proliferated slowly over the globe ever since. Armed with a cluster of high explosive rockets, and boasting unrivalled speed, the Helix is best used for surgical strikes against targets without any AA defences. Too fragile for a stand-up fight, and carrying too little ordnance for a prolonged bombardment, the Helix shines best in situations where its high speed can be used to best effect.
Name: Falcon bomber Role: light bomber Cost: 1,200 Strength: 200 HP, light armour Weapons: smart bombs, 1x shot Download the asset: xxx Built around a battlefield requirement for surgical strikes against targets with light or medium armour, the Falcon Bomber emphasized speed at the expense of payload. Faster than the Orca Bomber, the Falcon will deliver its entire payload with pinpoint accuracy on a single spot. It is more fragile than the Orca Bomber though, and Forgotten commanders are advised to keep them well away from enemy SAM sites, and repair them as often as possible.
Tiberian Sun - Forgotten Wars, a modification from Askhati for Tiberian Sun that tweaks the gameplay and adds Forgotten and CABAL as a faction, has received a myriad of updates during these months, although there is no known release yet. Anyway, here are some of the units that were announced for it recently.
The crew from the Dawn of the Tiberium Age have been patching their mod during these recent months. Most of the changes are bug fixes, but new things are added occasionally, such as the Mechanic for the Allies or interior wall corners. It also includes smarter harvesters, as shown in the video below (which is a feature that will also be included on Twisted Insurrection):
We have some interesting resources on our Tiberian Sun Research Center (registered users only) that was recently posted by Rampastring. Thanks to the source code from Red Alert, Rampastring was able to tweak areas of Tiberian Sun that had identical code (or almost identical). And, with that knowledge, he has posted some interesting patches to improve the TS engine. Here's his words on it: Quote: With the release of the RA source code, I've studied the TS code more as well and noticed that a lot of the game logic code is identical between TS and RA. This has made it a lot easier to write hacks for the TS engine, as when researching something I can take a look at the equivalent logic in RA and figure out how it works from the documented C++ source code and then match the code to x86 ASM instead of having to figure out the ASM from the ground up. That is when an equivalent logic exists in RA; if a logic does not exist (like particles), then the RA source is of no help. So far I've written the following notable bugfixes and enhancements in the past few months: Smarter harvester AI (demonstration: https://www.youtube.com/watch?v=7G_IQiQ346Q ) Smarter AI fire-sale Sidebar cameo sorting Mechanics (like in RA1) Fixing AI unit scatter when the AI produces vehicles from a factory that has WeaponsFactory=no Oil Derricks (like in RA2) Vehicle transports (like in RA1) You are free to use these enhancements in any projects. Although if you do, it's appreciated if you credit myself and Dawn of the Tiberium Age. To make use of these with your mod, you have to compile the spawner with these source files included in the Makefile. Also, big thanks to CCHyper for providing me information that has helped with many of these hacks. More are likely coming. The smarter AI video was posted on the DTA news below, but we can repeat it here: If you are interested, register on our forums. You won't get spammed ro anything, so don't worry. Once you are logged in, visit this topic to view all the recent asm codes and apply them with C&C Executable Modifier. If you are skilled with asm, share your patches there as well.