Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1; the game is also often unofficially called Command & Conquer 64 for the Nintendo 64 port) is a 1995 real-time strategy video game produced by Westwood Studios for MS-DOS and released internationally by Virgin Interactive. It was the first of twelve games to date to be released under the title Command & Conquer; six subsequent titles having since continued the story set as sequels with one acting as a prequel, along with the production of several spin-off games. Met with universal acclaim by consumers and critics, Command & Conquer was released for seven separate platforms along with becoming the initiator of the Command & Conquer franchise, and today generally is considered as the title which originally defined and popularized the modern real-time strategy genre.
Prepare for battle, Commanders! A major update for DTA has arrived, and it includes our new Advanced AI! Check out its trailer below!
Advanced AI is a new game option that entirely replaces the base-building logic of the original TS AI engine. To list some of its features, the new AI:
These changes make the AI much more interesting and fun to play against, especially on big maps with lots of resources to harvest!
The Advanced AI checks the direction of its enemy when placing down defenses, which often makes it build formidable defensive lines.
The new AI is far from the only improvement in version 11. There's also a bunch of bugfixes, balance changes and QoL updates! There are too many of them to list individually in this news, but we'll highlight one specific item.
The message list, usually shown top-left, is now instead drawn at the bottom-left of the screen, like in most modern RTS games. The top-left message interface simply doesn't scale very well to modern widescreen displays. There is, however, a toggle for this in the client if you prefer the classic behaviour.
Like almost all DTA updates, version 11 also comes with new multiplayer maps! Some older maps have also been remade as improved versions.
New version of [2] Field by Chronoseth. The similarly named C&C Renegade map converted into RTS form.
[3] Top o' the Hill, from Yuri's Revenge, remade for DTA by Chronoseth
[6] Cool Down by BaghiraRTS
[6] Stormy Valley, from Tiberian Sun, remade for DTA by Rampastring
[8] Red Mountain by Rampastring
[8] Arctic Circle, from Red Alert 2, brought to DTA by Chronoseth
Anyone who has ever played Tiberian Sun or its derivatives know that the engine has historically suffered from severe instability-causing bugs.
Co-Op Multiplayer has been particularly problematic. When playing against AIs, many players have sometimes seen a "Synchronization error!" (also known as "Reconnection error") dialog stop their game. These sync errors have been very hard to debug and figure out, but we've finally made progress and managed to reduce these errors by a significant number.
The dialog above has been significantly less common for us while testing DTA v11 compared to earlier versions.
In addition to fixing desyncs, we also fixed one AI-related bug that could sometimes cause random crashes.
For more detailed information about changes in DTA version 11, check the full changelog.
As usual, if you have DTA installed already, you can fetch the update by using the client's updater.
Otherwise, you can download DTA from our Downloads page here at ModDB.
We've had great fun playing Skirmish and Co-Op against the new AI, and we hope you will also enjoy it to at least the same degree. See you on the battlefield, Commanders!
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It would be nice to have a slower scrolling speed as it's currently way too fast. So when I found this patch, I tried it out. Well I do have a slower scroll speed, but thats about it. It completely messes up the graphics when scrolling (doesn't matter which resolution, although the bigger the resolution, the bigger the mess). So I have to revert to the unpatched version.
You know, I'd see this kind of comments much faster if you'd reply to the actual article instead of the general comments on the C&C game.
As for your bug...
1. Read the patch FAQ. I explain these things in there.
2. It's caused by the missions being smaller than your game resolution, so there's not a lot I can do about that. Increasing the game resolution doesn't magically make missions bigger, hmm?
3. It keeps baffling me how people manage to exit the game to complain about this bug, without noticing that the simple act of opening the ingame menu, which is a necessary step to exit the game, FIXES THE ISSUE.
I'll go ahead and add a #4 here. The graphic messup is a purely cosmetic thing, which in no way prevents you from playing on and finishing the mission.
Oh, and maybe I can squeeze in a #5? Sure, why not. Here we go: playing on the original game resolution ALSO completely fixes this issue. And the patch allows completely free resolution control, if you just bother to open the configuration tool.
I don't know wether it's a glitch or not: At the bigining of every skirmish, AI strikes with all starting units. When I look around the whole map, I never find the AIs base, which I doubt exists. Worse, I can't change the starting cash (5000).
Skirmish in the C&C95 v1.06 patch doesn't include bases. More info about that can be found in the patch readme file, and on the moddb page of the patch.
Thanks for the illumination. Now I know I have to build up defences asap.
A fun way to play Skirmish is to use Capture the Flag mode, and do surgical strikes against the mobile headquarters of the AI armies :)
It's a pity the "timed hunt" logic used in the multiplayer AI doesn't adapt to the number of units it has though. It'd be much nicer if they didn't all rush at once after a while. The logic was meant to just give a steady stream of enemies.