Tiberium Wars Advanced seeks to bring the game closer to its Westwood roots while also maintaining the unique new flavor that Tiberium Wars brought to the series. New units, abilities, structures, strategies and a fresh gameplay experience are just a few of the things TWA brings to the table. With updated gameplay that brings the "Strategy" back into RTS and removes the "zerg rush" mentality, TWA is a mod that will appeal to both die-hard, base-building Westwood fans and those relatively new to the franchise alike. Don't believe us? Give it a download and try it out!

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Kodiak & Mastodon Kodiak & Mastodon Scrin
Blog RSS Feed Report abuse Latest News: The change log for TWA 1.72

5 comments by Stygs on May 11th, 2012

And its time for an update again.

2 important notes:
-I haven't had much time to test the balancing changes - any suggestions would be welcome.
-the Scrin Shrikes are a TEST unit - model & icon are placeholder, I just wanted to see if the idea works & is fun to use.

You also might have noticed that I didn't add any screenshots in the past month due a lack of free time - if you have any screenshots that I should add into the gallery, feel free to post them in the comments.

Last but not least I want to say thank you to ShadowKain666 for his help in translating a couple of texts for TWA. :)

-Hexapods can absorb Shock Troopers again.
-Scrin Support Towers now use Scrin repair drones instead of Nod repair drones.
-Archons can now be properly promoted.
-Corruptors can now be used to heal Hexapods.
-Corrupters healing has been reduced by 25% (their attack damage stays the same).
-Added debris models for the Eraser.
-Added new sounds for the Eraser.
-Increased Eraser attack range.
-Added debris models for the Scourge.
-Cultists no longer need a Nerve Center to be built (bringing them in line with Snipers & Shadows).
-Ravagers now need a Nerve Center to be built instead of a Stasis Chamber (bringing them in line with Grenadiers & Black Hands).
-New unit:
*Shrikes: A small group of flying suicide drones. Not very powerfull, but cheap und easy to use in masses. Can not be promoted.

-Sandstorm rockets weakened.
-Improved Hammerhead armor and lowered its cost (from 1500$ to 1300$).
-Improved armor for Zone Trooper & Zone Raider.
-Grenadiers take less damage from "gun" weapons.
-Overhauled the Mastodon's weapons and changed effects for its railguns (taken from KW MARV).
-Added damage effects to the Mastodon. (smoke, fire)
-Added "Formation Preview" model for the Mastodon.
-Added a new "Reinforcements under attack!" EVA sound for Ox Transports bringing reinforcements.
-Corrected a bug where Command Posts didn't give exp when destroyed.
-Reduced the EMP duration for EMP grenades from 10 to 2 seconds and slightly increased reload time.

-Advanced Power Plants now require a Warfactory to build.
-Corrected a bug where Advanced Power Plants didn't give exp when destroyed.
-Improved armor for all Cyborg units (including Commando & Reaper).
-Buffed the Reapers and lowered their price to 1500.
-Black Hands now take less damage from "gun" weapons.
-Locked the Decoy Temple for the AI - since their placement of it makes it obvious, there is no point in using it.

-Fixed a bug that prevented heroic Scavenger Buses from attacking.
-Fixed some faulty code that resulted in aircraft debris disappearing in midair instad of hitting the ground.
-Removed "Clear Garrisoned Structure" from the Scavenger Bus tool tip.
-Added the once missing texts for Rage Generator & Space Command Uplink.
-Mutant infantry units built by GDI or Nod can now utilize the "Call for Transport" ability
-Fixed some missing/incorrect effects.
-All "Epic" Warfactories have slightly better armor and now give correct exp when destroyed.
-Tiberium Fiends are now built in hordes (instead of a single unit), thus some of their stats have been updated.

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Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

May 10, 2012 Full Version 22 comments

After some delay, the next TWA update is ready. Again, it mostly fixes bugs and changes some small details. It also add the new Scrin Shrikes, a test...

Tiberium Wars Advanced 1.71 [Outdated version]

Tiberium Wars Advanced 1.71 [Outdated version]

Feb 22, 2012 Full Version 11 comments

TWA 1.71 is basically a more polished 1.7 - it fixes quite a bit of bugs, adds a couple of missing icons & graphics and finally finishes the English...

Tiberium Wars Advanced 1.7 [Outdated version]

Tiberium Wars Advanced 1.7 [Outdated version]

Feb 3, 2012 Full Version 15 comments

This is more a "test" version than a full relase. While most of the stuff should work fine, a couple things (like the translation) are still not finished...

Tiberium Wars Advanced 1.52 [Outdated version]

Tiberium Wars Advanced 1.52 [Outdated version]

Aug 22, 2008 Full Version 41 comments

The newest version of TWA, containing an improved balancing, new units and a lot of other new toys to play with :) Note: You need WinRAR to unpack the...

Tiberium Wars Advanced 1.41 [Outdated version]

Tiberium Wars Advanced 1.41 [Outdated version]

Jan 21, 2008 Full Version 7 comments

The new TWA version. Includes several bug fixes, new upgrades and abillities and a special financial bonus for every side. View the 1.4 changelog in the...

Tiberium Wars Advanced 1.3 [Outdated version]

Tiberium Wars Advanced 1.3 [Outdated version]

Dec 16, 2007 Full Version 1 comment

So, finaly its there: the first TWA version here at Mod DB. View the features page to see a change log.

Post comment Comments  (0 - 10 of 875)
Ahrimansiah 2hours 9mins ago says:

With kodiak in action all i want is titan and wolverin OR some other new mechs for GDI in this mod

+1 vote     reply to comment
deathtropper Apr 20 2014, 2:46am says:

I too agree with these suggestions but would like to add one of my own. If possible can you add a gate to each faction, I know Tiberium Essentials uses one and I've seen them in several other mods throughout the C&C universe from Red Alert to KW. It would be a great addition to turtlers everywhere. Thanks from a big fan!

+1 vote     reply to comment
Kraist Apr 20 2014, 6:38am replied:

agree ,hm I have a question...is it possible that these walls can be by the a.i?

+1 vote     reply to comment
Kraist Apr 21 2014, 10:26am replied:

*can be built by the a.i?

+1 vote     reply to comment
Guest Apr 22 2014, 4:03am replied:

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narcoutic. Apr 19 2014, 1:42pm says:

hey stygs :) , can i suggest some changes? uh...can you give the gdi additional AA power? also the stormriders, they have insane armor or life cause when i play this mod ..it took me three missle squads in order to take down one stormrider within less than 20 sec if i'm correct.

also can you add titan and wolverine? i suggest the wolverine from the tib essence model :D maybe you can request permission to carnius xD

another is i don't like the idea of bonus units from different factions being trained in mutant hovel...maybe there is a possibility that you can give them to their respective factions? and make the destroyed model stay for more realism...also the firehawks, can you make them able to fire at ground units as default and not switching? but don't remove the bomb ability :)

Third, the A.I don't build the MARV , i played this mod for year and didnt see ai used it..also the new aircraft from the scrin...ai dont build it too.

4th is I wan't you to know that this is the most decent mod ive seen so far..imo , maybe adding a faction is a good idea? or this mod can merge to forgotten mod xD hehe...why not?

last thing, uhm ..is it possible that when you build a structure, there is a bonus defence tower together with it? the concept of this is the turret of NOD, the defense tower is the turrets and the structure is its core or the one in the middle, this is just my suggestions, hope you will consider it :D

-that's all :) btw, im a big fan of this mod!

+1 vote     reply to comment
Kraist Apr 20 2014, 2:14am replied:

i agree with this suggestions mostly.. btw there are no MArv in this mod..only the mastadon, yeah it is not being used by the a.i.

hope this will be considered :D
-great mod!

+1 vote     reply to comment
Guest Apr 12 2014, 12:11pm says:

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Gallade Mar 27 2014, 5:46pm says:

Hooray! TWA Lives On! Now I finally have a reason to be excited again!

+1 vote     reply to comment
Stygs Apr 6 2014, 3:41pm replied:

Sadly, the growth rate has to be changed for each map separately, thus there is not much I can do. :(

+1 vote     reply to comment
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Released Aug 21, 2008
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Highest Rated (3 agree) 10/10

damn, this mod is waaaaaaay better in copying kw stuff than the reloaded mod. shame that there is a rather big amounts of upgrades missing, but hell, there are still versions to be released

May 3 2012, 12:44pm by colers

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