TALON Mod 1.3
Feb 21, 2013 Full Version 22 commentsThis is a Multiplayer / Skirmish mod for the PC version of Command and Conquer 3: Tiberium Wars, patched to 1.09. TALON Mod 1.3 is a full version of the...

We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.
The mod isn't focused on adding new units and structures. There are other mods that already do this very well. Our focus is on gameplay and making the game much more interesting, balanced, challenging and fun!

0 comments by TalonH4wk on Feb 16th, 2013
Here's an overview of some of the features of TALON Mod 1.3;
We are currently in a testing stage with all changes completed. We are aiming to release this version in about a week if testing goes well.
This is a Multiplayer / Skirmish mod for the PC version of Command and Conquer 3: Tiberium Wars, patched to 1.09. TALON Mod 1.3 is a full version of the...
This is the fourth release of the TALON Mod. This is an interim version that is being released due to some delays getting v1.3 finished. Previous versions...
This is the third release of the TALON Mod. This is a full version and comes with an installer. You need to be patched to the latest version of the game.
This is the second release of the TALON Mod. This is a full version and comes with an installer. You need to be patched to the latest version of the game...
This is the first version of the TALON Mod for CNC3. Installation is easy as we built an installer for it that will install the mod and maps and place...
Lowest Rated (2 agree) 5/10
While this mod tries to balance the game, by increasing late game prices and making superweapons cost and take too much time to be useful, it makes cheap unit spam, the very strategy it wanted to destroy, its most effective strategy. Note, this only applies to GDI. I did not try out Scrin and got bored after 10 minutes of Nod.
Jun 19 2011, 11:21pm by OverseerTange
If anyone wants to play the mod, feel free to add me as a friend in Steam. My Steam name is TalonHawK. I'll gladly play 1 vs 1 or comp stomp any time.
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Go to downloads (above), click on TALON Mod 1.3 and click the "download now" button.
is there something wrong with this mod? some upgrades r not showing up and the new buildings r invisible.
The buildings being invisible has to do with your graphics settings. The buildings we added aren't currently optimized for lower graphics settings, so you'll have to turn up those to see them.
Which upgrades aren't showing up exactly? There's some blank upgrades on some buildings that cost nothing and don't do anything because they force other upgrades off the screen so the player can't use them but the AI can (this is done for various reasons).
mm, I've got it to work by asking origin customer services for a standalone version of TW rather than the package version in the ultimate edition. from there i uninstalled the package version and installed the standalone one. on another note, now that i'm playing the mod, ive noticed that the mutant hovel still produces mutants at the basic rate. this can be good to increase the demand for the mutant hovel, but I figured I'd let you know.
Glad to hear you got it working. We'll see what we can do about the installer compatibility with the Ultimate Edition of CnC.
When you say the Mutants at the Mutant Hovel producing at the basic rate, I assume you're referring to the training time on them. I'd be lying if I said we didn't forget about the Mutant Marauders, mainly because we don't really use them ourselves so it never occurred to us to look at them for changes. I do agree though they should be tweaked to make them more appealing since they're somewhat of an "out of the way" unit to get access to and usually isn't worth the time or money to obtain.
Regarding your previous comment, I wouldn't say the slowing of the Devastators is redundant. There are plenty of times when you won't need to use a formation order, and for those situations a slower Devastator speed is needed.
I can easily agree to everything you said. good job with the mod! if you need help hunting down missing things in unit cards or such let me know, as i have already found a bunch of stuff that id gladly help out with. on another note... did you mean to make the radar stuff cost money? they cost as much as it takes to purchase the power initially.
Thank you very much! Yes those radar power costs were intentional. We wanted to give everyone the ability to scout the map, but since you're doing it without risk with those powers, we felt there should be a cost to them. It also helps control the economy a bit if a player decides to use them.
Help is also greatly appreciated, just go ahead and send TalonH4wk or I a message with anything you find.
Regarding the speed of Devastators and formation move orders; I think people play differently and the changes we made can suit some different play styles. I like using formation move orders but I set them up by grouping types of units, (not having groups containing mixed units) as I like to have control of specific types of units in groups. That means there is no slowing down of faster units in effect because they aren't in one mixed group.
Also, Devastators are now available a lot earlier than PAC's so the slow down means they simply can't travel around a map as fast bombarding the bejeezus out of everything. Nothing to do with formations, just simply slowing them down as they are so effective at destroying structures.