All the classic units and themes are back with changes and improvements over their originals, and one of the best video game soundtracks blasts in the background once again! And if that was not enough, the full motion videos of the mission briefings are here and the intense story campaigns are back and are looking better than ever with nearly 40 campaign missions with the original briefing videos! But once that is finished, you can dish it out in a skirmish or multiplayer game to your hearts content with the all new skirmish AI developed exclusively for this Mod!
As a special bonus, this C&C Generals Zero Hour Total Conversion Mod also adds several all new campaign missions loosely based off of the Covert Operations missions from both the PC and console versions of the classic game while adding two all new fully functioning subfactions, GDI's Task Force Talon and the Black Hand of Nod. They both feature exciting new units, buildings, and gameplay strategies.
C&C Tiberian Dawn Redux v1.5.3 Release Trailer - ModDB
Thanks to the development of C&C Red Alert Redux, Tiberian Dawn Redux received some much needed code and AI improvements which has resulted in some noticeable gameplay/balancing improvements. The mod has also been going thru a slow visual overhaul over the past few years eliminating a lot of the experimental stuff from the "crazy graphics" era from '09-'18 along with finally overhauling the dated UI that's been in use since 2009. The mod also benefited from the implementation of ReShade phasing out the old ENB Shaders which has helped a great deal. This will give the mod a fresh new look with improved performance!
NEW AI AND MISSIONS:
This version of the mod includes an improved and optimized AI that uses more interesting tactics and even base creeps now. In addition, the SPEC-OPS missions from the N64 port of the original C&C are now implemented in the mod. As with previous work done with the mission making process, a lot of detail goes into designing and scripting the maps to be as accurate as possible but also including a few twists to improve upon the original. (including a better AI) There are two missions for both GDI and Nod.
NEW USER INTERFACE:
The mod has underwent a visual overhaul and has finally updated the UI that's been in use since 2009. This will give the mod a fresh new look, as seen below.
RESHADE IMPLEMENTATION:
I am pleased to announce C&C Tiberian Dawn Redux has now been upgraded with ReShade, this phases out the old ENB Shader used since 2009 which was known by many to be a performance hog and had issues with the mission briefing videos. Many opted to have it disabled as a result. This includes a boost to visual clarity, enhanced DOF fog/shadows, and also integrates Anti-Aliasing.
SPECIAL NOTE: Neither one of the shader systems are enabled with the GenLauncher release of the mod by request of the developer, as the files conflicted with GenTool's integration.
WHATS FOUND IN VERSION 1.5.3:
AI and INI code overhaul improves framerate and game pacing
UI overhauled with a cleaner look
Updated models with cleaner textures
New particle FX & terrain textures added
New shader technology implemented
Skirmish AI rebuilt implementing some improved features developed from Red Alert Redux
Reworked/optimized several skirmish maps including recycled EA Generals maps
Four new SPEC-OPS mission maps based off of the N64 missions
Several campaign missions reworked and rebalanced to further optimize gameplay
All ground vehicle movement speeds increased to be more true to the original game
Tiberium Fields reworked to not run out as quickly in skirmishes
Tiberium Refinery Auto Deposits $100 every 30 seconds
Tiberium Silo Auto Deposits $25 every 10 seconds
Tiberium Harvester build limit removed in skirmish
RailGun weapon reworked
Ion Cannon reworked
Power Plant upgrade exploit fixed (no longer restores to full health)
ConYard System reworked & SuperWeapon build limit exploits fixed
New flamethrower weapon physics
New tracer weapon physics
Rocket Soldiers reworked to maintain late game usefulness
Several infantry models reworked for better clarity
Helicopter locomotors reworked to reduce visual/orientation glitches
Artillery/Rocket Artillery weapon ranges increased while slightly decreasing accuracy
Machine Gun weapon burst rates reworked
Fixed the EVA "Need Harvester" announcement bug
Superweapons now have a recurring "On Hold" EVA announcement if sat idle for too long
Land Bridges and Destructable Bridges implemented on a select few maps
©2024 C&C Redux Development Team
If you wish to coordinate setting up and playing any network/online games with the Redux mods with other community members, you can do that here!
Having trouble with C&C Tiberian Dawn Redux? Here is a detailed tutorial that walks through some of the issues that you may likely encounter if things...
Since making the release of the Demo back in the summer, the C&C Red Alert Redux Development Team has taken careful note of the feedback and critique...
It's been awhile since a news update was posted for Tiberian Dawn Redux as the focus has shifted to developing our Red Alert Redux sequel project. However...
PATCH ONLY! REQUIRES VERSION 1.5.3! This is Patch v1.5.31 of C&C Tiberian Dawn Redux. The patch fixes several scripting bugs encountered with the existing...
NO INSTALLER OR LAUNCHER! CUTSCENES ARE INCLUDED! This is the official "open format" mod Release for C&C Tiberian Dawn Redux v1.5.3! This release includes...
MAKE SURE TO DOWNLOAD AND INSTALL THE CUTSCENES! This is the official Mod Release for C&C Tiberian Dawn Redux v1.5.3! This release includes a massive...
This is the official mod release of Command & Conquer Tiberian Dawn Redux Version 1.5. This version improves and stabilizes the graphics and gameplay...
REQUIRES V1.4! This is the fourth official patch to Tiberian Dawn Redux v1.4. (Patch v1.44) This patch includes the final set of campaign missions and...
MAKE SURE TO DOWNLOAD AND INSTALL THE LATEST PATCH AFTER INSTALLATION! This is the official mod release of Command & Conquer Tiberian Dawn Redux Version...
Great mod !thank you so much
new special ops or gdi/nod campaign mission planned ?
how do i install it
The use of GenLauncher 1.08 will meet all your needs as well as allowing u to play other mods in an organized manner.
It also allows patches and other addons with a press of a button for the mod games itself.
Link: Moddb.com
Really you deleted my comment, asking for help with Xp compatibility mode?
I honestly have no idea what you are talking about, however if it was a "guest" comment ModDB tends to grey out, hide, or even remove those.
Yes ZH and its mods tend to run best with WinXP Compatibility mode enabled. Other troubleshooting can be found here Gaming.stackexchange.com
On modern systems its recommended to run this program as well Legi.cc
Great Mod, have followed it for many years. A questions, why is it necessery to activate the conyard at the beginning of the game? Is there a technical reason? I used this conyard system in a private mod and it does not seem to cause much problems when the conyard is in its construction ready state. Also a suggestion related to the start of a game: you can totally undeploy the conyard at the beginning and gameover yourself if you have no building built. Either it should create a invisible victory condition object when undeploying and in mcv mode or the button shouldn't exist.
Tiberian Dawn Redux Patch 1.5.31 is out now! Moddb.com
with this latest patch time to go back to the classic again.
- thank you devs.
Hello.
Having issues running the mod from external SSD. I think its an issue with windows locating the .bat files. Any idea how to fix.
Every other mod seems to run fine.
Did you use the installer version? With it being on an external file system you may need to manually verify if it sent the associated files to the correct install directory where generals.exe is found. Moddb.com