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 v1.21
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Jul 28th, 2010
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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 do not need to be installed but you need to be patched to the latest version of the game. Two new maps are included in this version "The Four Horse Shoes of the Apocalypse" and "Hadrian's Wall". Details of what has been changed / added can be found in the included readme.

by Desecrator and HawK

This is a Multiplayer / Skirmish mod for the PC version of Command and Conquer 3: Tiberium Wars, patched to 1.09.

Added in 1.21;

○ Superweapons have a longer charge time but inflict considerably more damage when fired.
○ Build radius on all barracks increased so that walls can be built around them.
○ Capped structures that don't provide any benefit if there are more than one. i.e. Tech structures. This doesn't affect gameplay much but it's more a way of a player seeing that they have built something and it helps the player know what he has and hasn't built.
○ Capped cranes at 1
○ Walls are free
○ Walls now available on primary build queue instead of the crane.
○ Increased the build radius of expansion points (CDM Towers) to the same as cranes.

GDI features added in 1.21
■ Shockwave artillery changed to make it differ from the EMP effect that GDI gained in 1.2. It now has no EMP effects but has an increased area of effect, less lag time between firing. Currently not finished.
■ Increased the garrisoning slots for key structures (tech structures to 2, super weapon to 3)
■ Damage settings were increased for Firehawks air to ground bombs in order to match vertigo bombs.
■ Increased the range of the Firehawks AA missiles.
■ HAZMAT disposal facility income reduced to 50.
■ Fixed the EMP spikes so that they no longer produced power, but instead now draw power.

Nod features added in 1.1;

■ Obelisk now inflicts more damage as it was weaker than other factions tier 3 defenses.

Scrin features added in 1.1;

Added in 1.21;

■ Shields now equal 50% of each units HP's and the menus now reflect this.
■ Remove scrin from being able to upgrade power structures as they're organic and can't just upgrade.
■ Shock troopers reload time with the plasma disk launchers reduced by 1sec.
■ Orbital scan on nerve Center is now available after tech assembler is built.
■ Ichor field now doesn't appear as belonging to any player once dropped.



We have included some of our custom made maps as well as community made maps with the mod. Visit our website for more information about these and other maps (

● [=T=] Alamo *
● [=T=] Blackout *
● [=T=] BridgeFort H *
● [=T=] Canyon Climax *
● [=T=] Citadel Siege*
● [=T=] Downtown Disaster *
● [=T=] Downtown Disaster v.2*
● [=T=] Kane's Cauldron *
● [=T=] MegaPort One
● [=T=] Octalon *
● [=T=] Octalon v.2*
● [=T=] Talooine *+
● [=T=] Tiberium Square Dance
● [=T=] Two L and Back*
● [=T=] The Four Horseshoes of the Apocalypse*
● [=T=] Hadrian's Wall*+
● Sarajevo YZ8 (courtesy of Mr David)
● Conduit Contention 2.0 (Courtesy of VonBinG)**

*- exclusive to the mod.
** - Sharing as per readme: "I hope you enjoy playing my map! please share this round online!"
+ - Thanks to Krileon for scripts used in this map. (

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TALON Mod v1.21
Post comment Comments
NereidAlbel Jul 29 2010 says:

Woot for updates!

Let's just hope the AI doesn't go full on retard with walls and it'll be good...

+2 votes     reply to comment
TalonH4wk Author
TalonH4wk Jul 29 2010 says:

Haven't had any issues with walls at all. The AI doesn't seem to use them.

+2 votes   reply to comment
NereidAlbel Jul 29 2010 says:

So I've noticed. Probably a good thing, too...I remember when I set AI builds walls to YES in Firestorm. That was a VERY bad idea.

+3 votes     reply to comment
Nyerguds Aug 1 2010 replied:

I don't think you can compare those two... this is a whole different game engine.

+2 votes     reply to comment
NereidAlbel Aug 1 2010 replied:

Still a flag somewhere that says "AI Builds this" ;)

+2 votes     reply to comment
generalsol Mar 23 2011 says:

By the way, are there any new images leading up to 1.3?

+2 votes     reply to comment
connorlawd Oct 28 2011 says:

it asks if i want to update to 1.09 yet i already have it can anyone help?

+1 vote     reply to comment
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