Tiberium Wars Advanced seeks to bring the game closer to its Westwood roots while also maintaining the unique new flavor that Tiberium Wars brought to the series. New units, abilities, structures, strategies and a fresh gameplay experience are just a few of the things TWA brings to the table. With updated gameplay that brings the "Strategy" back into RTS and removes the "zerg rush" mentality, TWA is a mod that will appeal to both die-hard, base-building Westwood fans and those relatively new to the franchise alike. Don't believe us? Give it a download and try it out!

Post feature Report RSS TWA 1.3 Changes List (Part 4 - Nod Changes)

The last change log for 1.3, this time containing the important Nod changes. The main focus was to make Nod more versatile, so a lot of abbilities and units should be more usefull, including stealth tanks

Posted by on

  Nod Changes


 

  • "Computer Counter Measures" is now a Player Power, advaible from the Temple of Nod (costs 500$)

  • "Cloacking Field" damage versus infantry lowered (50%)

  • "Katalyst Missiles" have a different FX when hitting a blue Tiberium field (based on Waraddicts tutorial)

  • "Call Transport" costs 200$ instead of 500$

  • Armageddon bomber got 4000 hitpoints instead of 600

  • Avatar

    • lowered the laser damage (ther same as in TW 1.08, but still got the improved PreAttackDelay )

    • instead of stealing parts of own units, Avatars can simply be upgraded with sensor,  laser or flamer weapons

  • Militant Rocket Squad

    • doubled the number from 2 to 4 soldiers

    • lowerd hitpoints

    • different weapons values

    • special abillity: EMP Mines (500$, place some EMP Mines)

  • Carryall hitpoins doubbled

  • Commandos:

    • 50% more hitpoints

    • can demolish any vehicles with C4 (Note: Commandos still use the defaul attack cursor against vehicles, even when using C4)

  • -Flame Tanks

    • lowered attack bonus versus building from 150% to 125%

    • take less damage from missile weapons

  • Laser Turret damage improved (from 140 to 300)

  • Secret Shrines can heal infantry

  • Black Hand soldiers cant be crushed be normal tanks

  • Disruption Tower

    • higher buildcost and time (1200$ /12s)

    • can cloak themselfs

  •  Beam Cannon abillity ranges improved

    • Reflctor Beam: 600 (same as main weapon attack range)

    • Charge Defense: 300

  • Stealth Tanks

    • need Secret Shrine and Operations Center instead of Tech Lab as prerequisite

    • lowered weapon damage back to 1.08 values, but they fire feaster

    • can call transports

  • Harvester got a distortion effect when stealthed
Post comment Comments
GrandMoffDima
GrandMoffDima - - 123 comments

Hat abou adding Rocket Launcher for Avatar ?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: