The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting.

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!

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May 2014 Update

News 3 comments

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.

Progress Report - February 2013

Progress Report - February 2013

News 0 comments

A preview of the features that will be in the soon to be released TALON Mod 1.3.

Progress Report - January 2013

Progress Report - January 2013

News 3 comments

It's been a long time but version 1.3 of the mod is close to being ready for release.

Progress Report - June 2011

Progress Report - June 2011

News 1 comment

It's been a while since our last news post but here's some information about where 1.03 is right now and some insight to what's being included.

Version 1.21 Release

Version 1.21 Release

News 0 comments

News of an imminent release for the TALON Mod. Version 1.21 will be an update to the mod so that people can play the latest test version as we continue...

TALON Mod 1.3

TALON Mod 1.3

Full Version 26 comments

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...

TALON Mod v1.21

TALON Mod v1.21

Full Version 7 comments

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...

TALON Mod v1.2

TALON Mod v1.2

Full Version 9 comments

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.

TALON Mod v1.1

TALON Mod v1.1

Full Version 21 comments

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...

TALON Mod v1.0

TALON Mod v1.0

Full Version 9 comments

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...

Comments  (0 - 10 of 566)
Dem-Gasmasks
Dem-Gasmasks

This mod looks interesting, will try this out and tell my opinion about it.

I hope that a vote would help a two-man team (as far as I'm aware) working on a project, good luck!

Warrior250

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Winsberg
Winsberg

I like the idea but the implementation...
Guess how much FUN it is to watch my buildings taking YEARS to build?

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TalonH4wk Creator
TalonH4wk

I think the slower build times really make a huge and positive difference to the game by dividing a round into early, mid and late game periods and that stops all the tech being available in the first few minutes of the game.

Having said that it's a balancing act and in 1.3 the build times for some structures was too long and they have been reduced.

As far as "watching" your buildings build...you could do something else with the time...like scout, harass the enemy, etc. ;)

Reply Good karma+1 vote
Guest
Guest

TalonH4wk bro, you've made an awesome mod :) no more tank ftw hell yeah, btw if i want to tweak your mod a lil bit can you teach me how to do it ?

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TalonH4wk Creator
TalonH4wk

Thanks. There are online tutorials that show you how to mod, and you would also need the files for the mod, which we aren't releasing at this time.

Reply Good karma+1 vote
Hellblazers
Hellblazers

awesome mod, was hoping you would release it for me for personal use only. I just want to tweak unit stat, hope i got a reply :) thx.

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Hellblazers
Hellblazers

yea i want to tweak unit stats and other feature, like drone upgrade for gdi base defense, can you show me how to do that TalonH4wk ? thanks for the awesome mod :)

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Sid0035
Sid0035

hum im gonna try this one out for shure :D

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atcce
atcce

hi i downloded the 1.3 and when i opened the installer it says u hvae to update to c&c 1.9!!! but mine is already 1.9 kane eddition!! also when click update now nothing happens....
plz help?
also does your mod have a no installer version?

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Guest

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C&C3: Tiberium Wars
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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

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