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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0 comments by TalonH4wk on Feb 16th, 2013

Here's an overview of some of the features of TALON Mod 1.3;

  • The game speed has been completely over-hauled. Harvesters gather slower, structures build significantly slower, units build slower.
  • Infantry, tier 1 units, and tier 2 units now have a bigger role in the game due to the new structure build times. No more skipping units just to rush to tier 3 units.
  • Structure build order is now much more of a dilemma due to build times. You can no longer have it all at the beginning!  This promotes scenarios where players are specialized in some things but not all things, which makes the game more varied and unpredictable.
  • Special Powers now require researching.
  • Radar structures added to GDI and Nod. These structures bring up the mini-map and allow all factions to research the radar scan, orbital scan and stealth detection around the structure.  Scrin's Mothership now acts as Scrin's radar structure.
  • Structures are even stronger now so you need to hit bases with a significant force if you want to demolish a base quickly.
  • The Command Post, Operations Center and Nerve Center are now setup as intelligence centers that focus on Radar Jamming and Counter Measures.  These abilities are available to all factions, are researchable and are much more effective.
  • Faction changes;
    • Nod power is less demanding and Venoms now have Pulse Scan ability.  More buildings have mine defenses.  Prototype Anti-Matter Reactor now stealth-able.
    • Scrin's Ion storms now all detect stealth, ground units repair even quicker in Tiberium and Masterminds can mind control defenses.  Terranexus removed, abilities moved to defense queue. Shields on air and ground units reload quicker.  PAC drones reload quicker.
    • GDI Predators now have repair drone upgrades instead of railgun.  The Shockwave Artillery is much more effective.  Buildings have repair drone upgrade options.  Rig no longer has stealth detection.
  • Mammoths, Avatars and Tripods are now much more powerful but are slower and harder to obtain / spam.
  • Harvesters are now much weaker, to promote harassment.
  • Many balance changes and adjustments to special powers and abilities that were overpowered in previous versions, such as the Decoy army reload time, PAC's Ion Storm reload time
  • Orca Strikes / Vapor Bombs etc. are now easier to counter with AA.
  • Large Explosion effects added to key structures
  • New maps, several of which are designed to allow better customization of the challenge provided by the AI
  • A new installer that will work with Steam and Origin versions of the game.

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.

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TALON Mod 1.3

TALON Mod 1.3

Feb 21, 2013 Full Version 23 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

Jul 28, 2010 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

Dec 31, 2009 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

May 11, 2009 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

Jan 12, 2009 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...

Post comment Comments  (0 - 10 of 555)
Guest Oct 21 2013, 5:52pm says:

This comment is currently awaiting admin approval, join now to view.

TalonH4wk Oct 22 2013, 6:24pm replied:

I've had that happen sometimes with different games. Tried alt-tabbing to get to the game that might be minimized, or CTRL-ALT-DEL to close it then re-open?

+1 vote     reply to comment
Dragon492 Oct 16 2013, 1:10am says:

Err not sure if its been posted before but im getting a missing DLL error when im running with a fresh install of the Origin Version CNC3 1.09 is there a way to fix this? :o

it says missing ssleay32.dll

Running Win7 64 bit.. not sure if that has anything to do with it

+1 vote     reply to comment
TalonH4wk Oct 22 2013, 6:23pm replied:

I'm running Win7 64 bit as well with no issues on 2 systems. Is the issue just with the mod or with the vanilla game / any other mods?

+1 vote     reply to comment
Tameius Sep 21 2013, 3:24pm says:

I played the campagin on Talon 1.3, their were some big changes all right! The original certainly did not have Carryalls bring in scropions tanks! The Tanks were just qued up from the war factory NICE JOB

+2 votes     reply to comment
-oznal- Aug 16 2013, 1:51pm says:

is it the 1.30 version?? i download and install it, but then i open it, on the main menu i read "talon mod version 1.21"

+1 vote     reply to comment
TalonH4wk Aug 16 2013, 7:44pm replied:

Yeah that means you have the wrong version installed. Make sure it's the right download link, and try again. If that fails try deleting the TALON folder in Documents\Command & Conquer 3 Tiberium Wars\mods and then re-download and install.

+1 vote     reply to comment
The_God_Of_All_Dogz Jul 14 2013, 2:19am says:

for what ever reason when i start the nod campaign the fanatics dont do enough damage to take down the wall just think you all should know if u have any ideas how to fix this i would love to here them

+1 vote     reply to comment
TalonH4wk Jul 15 2013, 10:41pm replied:

The trick is to get either the Saboteur or the Fanatics to run back and forth repeatedly as close to the wall as you can so you force the GDI Guardian Cannon to damage its own wall, and once it's lowered a bit you can attack it with your Fanatics. If done right, the wall should be weak enough to go down.

+1 vote     reply to comment
TalonH4wk May 21 2013, 7:08pm says:

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.

+1 vote     reply to comment
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Released Jul 27, 2010
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117 votes submitted.

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Lowest Rated (4 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

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