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...
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!
It’s been a while but we are looking to release a new version of the mod soon. Svein & I haven’t been able to work on it as much as we would like to because of other commitments, but we always talk about the mod on a regular basis, brain storm and play as often as possible. These long periods between releases, although longer than desired, do allow us to really analyise how the mod is playing and what still needs to be worked on.
As an insight into that, we felt that it’s currently too hard to get to Tier 3 and that Tier 3 units after that took too long to build. So we’re definitely addressing that. There also seemed to be some adjustments needed with the defenses, some seemed a little too powerful, others a little under powered.
We also noticed that missile squads were out-ranging riflemen as well as out gunning them, and overall we wanted to make regular infantry much better against missile squads. So that’s been worked on.
There has also been a lot of work done on making more upgrades work on a per unit basis instead of being a global effect.
Some lower upgrades were being reached too late in the game and therefore often ignored, so we wanted to make some upgrades available at Tier 1. This currently applies to Kevlar Vehicular armor (which is being removed from APC’s) on Predators.
Rigs have been tweaked so that they are available T1 and they deploy quicker. They aren’t cheap though and they are capped to one (rig but not battlebase).
Walls are being significantly strengthened.
Tiberium is more dangerous to (GDI & Nod) units.
Tiberium Infusion has been added as per unit upgrade to more Nod Infantry units.
All engineers are now immune to Tiberium.
GDI Infantry armor upgrades make them resistant to Tiberium but not immune.
Tiberium Vibration Scan is now available for all factions on the radar structure at Tier 1.
Some units that are designed to clear garrisoned building or shoot Air Units (Pitbulls, grenadiers etc.) have been adjusted so that they are less effective against non-primary targets.
EMP durations and counter abilities adjusted.
And there are of course several new maps, this time a lot of tweaked or re-imagined versions of several vanilla maps.
We hope to have more news for you soon, with other possible features added and an estimated release date.
Lowest Rated (6 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 by OverseerTange