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.

Post download Report content TALON Mod v1.2
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Dec 31st, 2009
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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.

GDI features added in 1.2;
■ Suppression removed from commando
■ GDI Airborne missile squad come with 3 units now and not 2
■ Mammoths now upgrade to receive repair drone (on a per unit basis)
■ Mammoths have speed boosts as per unit upgrades
■ APC’s have repair drones as per-unit upgrades
■ Shockwave artillery now reveals fog
■ EMP ability added to space command uplink
■ Infantry heal when near barracks
■ Juggernauts bombard range reduced (from 100000 to 3987.5)
■ Juggernauts back to version 1.0 so that they can fire through objects again – 1.1 had them walking up to defenses if there was a slight difference in height between the two.
■ Harvester damage settings reduced (they were too effective against enemy vehicles)
■ Commando can now use his charge on any vehicle not just tier 3’s.
■ Composite Armor and Zone Trooper power pack upgrades moved back to armory due to code conflict
■ Predators and APC’s can be upgraded with KVA (Kevlar Vehicular Armor) at the War Factory. This reinforces the underside of the vehicles so that they are much more resistant to mines, but the additional weight reduces the unit’s speed by about 20%.
■ Pitbulls can now upgrade their rockets so that they have increased range and rate of fire versus air units.
■ Sonic Emitter can now upgrade and receive a repair drone.
■ The dig-in bunker ability now has to be researched at the barracks but then is free. (no more situations where you tell infantry to dig a bunker and then when you return to them they haven't built the bunker due to funds hitting zero for a second)
■ Refineries capped at 6 with a capacity of 1500 each
■ Structure build speed increased by 25%
■ Tier 3 Units (Mammoth, Juggernaut) production speed decreased by 50%.Tier 1 & 2 Units production speed decreased by 25%
■ Watchtowers, Guardian cannons and AA batteries have to upgrade in order to detect stealth.
■ Zone trooper drop pod reload time increased
■ Bloodhound reload time increased
■ Pitbulls have had their mortar upgrade removed

Nod features added in 1.2;
■ Scorpion tanks no longer lose their front cannon when they upgrade to lasers, which means they have 2 weapons instead of just one or the other.
■ New Unit: “The Deliverer” A second truck unit for Nod that drops stealthed high explosive booby traps. These bombs only detonate when a vehicle comes near.
■ Suppression removed from commando
■ Stealth tanks receive an increase in HP’s
■ Obelisks now fire quicker but inflict less damage per shot (overall no change in damage inflicted per minute but better at dealing with multiple targets now)
■ Removed Nod turret upgrades
■ Moved the Computer Counter to the special powers bar.
■ Infantry heal when near hand of Nod.
■ Improved raider buggy effectiveness at countering air units and ground units after upgrade.
■ Commando can now use her charge on any vehicle not just tier 3’s.
■ Tiberium Infusion moved back to Shrine
■ Removed dozer blades (as this was switched to GDI in the form of the KVA chassis armor)
■ Refineries capped at 6 with a capacity of 1500 each
■ Silos capped at 4 with a capacity of 1000 each
■ Structure build speed increased by 25%
■ Tier 3 Units (Avatar) production speed decreased by 50%. Tier 1 & 2 Units production speed decreased by 25%
■ Shredder Turrets, Laser Turrets and SAM turrets have to upgrade in order to detect stealth
■ Increased the damage f vertigo bombers by 50%
■ Capped disruption towers at 4 (to stop Nod AI making unnecessary numbers)

Scrin features added in 1.2;
■ The Drone ship now receives it’s ion storm after the technology assembler is built
■ The Terranexus Structure is added.
■ The Growth Decelerator is added (only one can be built at a time)
■ Reduced the amount that harvesters can carry by 30% (to offset their speed which was making their economy too quick).
■ Increased structures build time by 50% because they’re organic and have to grow (this was also done to offset their previously rapid build times).
■ Reduced the Devastators bombard range (was 10000 now 2425).
■ Mothership is now built at the airfield.
■ Mothership repair drones now repair ground units and structures as well as air units..
■ Increased the speed of the PAC’s fighters so that they can now hit stormriders
■ The Ion Storm cannot fire blind now (to counter the AI spamming of the storm)
■ Made buzzer hives no longer require power (just requires the Drone Ship)
■ Increased build times of tech structures to reflect their organic nature (to counter Scrins late-game strength)
■ Increased the cost of tech structures to reflect tiberium as a resource requirement for their building (to counter Scrins late-game strength)
■ Scrin mind control crystals removed and mind control upgrade added to Storm columns.
■ Rift Generator damage increased by 10%
■ Infusion ability (Tripods and Devourers) now requires the vehicle to first be upgraded in order to then be able to infuse. Upgrade is available at the Warp Sphere.
■ Moved superscan to nerve center - only available after tech assembler is built, then it costs 2000 and when complete adds the superscan to the special powers bar
■ Removed tiberium vibration scan.
■ Growth Accelerators capped at one and significantly increased their acceleration.
■ Refineries capped at 6 - no storage limit
■ Tier 3 Unit (Tripod) production speed decreased by 25%
■ Buzzer Hives, Photon Cannons and Plasma Disc Launchers have to upgrade in order to detect stealth.

Please refer to the Readme file for additional details.

If you have problems installing the mod with the executable let us know and we'll provide a link to the raw files.

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TALON Mod v1.2
Post comment Comments
Wastelander Jan 1 2010 says:

ok lets test it :)

+1 vote     reply to comment
wahham Jan 2 2010 says:

ok that it

+1 vote     reply to comment
RED-N-ALERT Jan 9 2010 says:

lets do it

+1 vote     reply to comment
kraddrol Jan 18 2010 says:

ill try it im tired of the lack of strategic attacks
alls you got to do is get thirty attack bike/pitbulls/ whatever the scrin equivelent of a missile vehicle is and go to war

+1 vote     reply to comment
charter142 Feb 8 2010 says:

does it come with everything from the first 2???

+1 vote     reply to comment
TalonH4wk Author
TalonH4wk Feb 8 2010 replied:

Yes. It's a a complete version with each release, so all you need to do is get the latest version.

+1 vote   reply to comment
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TalonH4wk Author
TalonH4wk Feb 21 2013 replied:

New version will be out any time now and with it a new installer that might solve your problems. If not get back in touch with me (better to contact me direct on this site or on my clan page

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C&C3: Tiberium Wars
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