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 22 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  (500 - 510 of 546)
facialmatters
facialmatters Jan 30 2009, 2:47am says:

i've dwnloaded it, but when i try the installation, comes up with message sayin that I gotta patch to 1.9 (already have) and then when i click OK to continue, says that I don't have a language pack detected. Maybe could you could just provide the files raw and tell me where to manually put them or somthing...

+1 vote     reply to comment
TalonH4wk
TalonH4wk Jan 28 2009, 4:07pm says:

The scrin ion storm is something that has caused a lot of debate among our mod team and clan. We wanted it to be about as effective as the other factions' abilities (Orca Strike and Vapor Bomb / Catalyst Missile) but because it sits there and just grinds away at your structures it seems to have a psychological effect as well.

Having said that it shouldn't destroy a conyard in one hit. The mod is really only designed for multiplayer and we have increased the strength of buildings in multiplayer, so it might be that the ion storm is as a strong as it is in multiplayer but the buildings aren't, and therefore they get taken out easily in singleplayer.

Either way we're still keeping a close eye on the storm and may reduce its effects slightly. No promises.

+1 vote     reply to comment
TalonH4wk
TalonH4wk Jan 28 2009, 4:00pm says:

Yeah we've had several requests for the bullet FX and will be looking at getting that included for the next version.

+1 vote     reply to comment
jaxxa
jaxxa Jan 28 2009, 5:47am says:

I think that the Scrin Ion storm is over powered.

In the Rome mission for GDI it is used to compleatly destroy your con yard as soon as the game starts.

All of the other teams powers can not destroy a conyars from full health so i think that this is OP, also it makes that mission all but imposible.

+1 vote     reply to comment
jaxxa
jaxxa Jan 27 2009, 8:40pm says:

The main thing that i think it needs, is Visible bullets to the Orca, just so you can see the bullets, not change stats.

+1 vote     reply to comment
Hanz_knife
Hanz_knife Jan 23 2009, 7:40pm says:

interesting mod i like it, because cnc is always about strategy.
I hate EA rush "strategy".

+1 vote     reply to comment
reclamation
reclamation Jan 19 2009, 3:10am says:

can put bullet effect to orca and give the drone ship ion storm forever and make scrin storm collum attack air again.put mine field form building smaller radius is too big.somehow the mammoth are too strong(can kill avatar by rolling over it)wit repair drone too effective.somehow other than gdi the other are kind of weak

+1 vote     reply to comment
TalonH4wk
TalonH4wk Jan 19 2009, 7:40pm replied:

Some items might appear overpowered at first but each faction has a counter to everything as well as their own strengths. It's just a case of getting more familiar with the mod to figure out how to counter stuff. We appreciate your feedback, but it will help us more if you can point out why something needs to change rather than just giving us a list. The feature section is a good place to provide detailed feedback on each faction if you want to go into more detail. Thanks.

+1 vote     reply to comment
TalonH4wk
TalonH4wk Jan 18 2009, 7:22pm replied:

Excellent! Let us know what you think of it!

+1 vote     reply to comment
5aint
5aint Jan 18 2009, 7:36pm replied:

I would take waaaay too much space to say what i think of this mod, but overall i thought it was good.

+1 vote     reply to comment
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C&C3: Tiberium Wars Icon
Platform
Windows
Developer
TALON Clan
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Official Page
Talonclan.com
Release Date
Released Jul 27, 2010
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8.4

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Lowest Rated (2 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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