Tiberium Wars Advanceds main goal is simply to improve the overall gameplay to make the game more fun and more interesting and maybe bring back some things from Tiberian Sun while changing the gameplay to a slower pace and less unit spam. Thus TWA contains a lot of balance changes, new unit abilities, upgrades and later on its also intended to add some new units.

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Modeler Golan has redesigned Nod's trusty Scorpion Tank - besides being issued a brand new Laser cannon, both weapons were moved and are now positioned directly at the back of the turret. Additionally, some smaller changes have been made to the model (e.g. new treads) and the tank was resized to better fit with other units' scale.

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Another creation of Golan is GDI's newest plaything, the V38 Bison. Being the result of several enhancements to the earlier V35 Ox design, the Bison is capable of lifting even the most heaviest cargoes, including the mighty Mammoth Tank or even two smaller vehicles if the need arises. The specialized cargo claw also doesn't allow mounting the infantry carrier module of its smaller cousin, however APCs are compatible.
Due to the heavy engines and special frame, the Bison sports only little armor though and should be carefully deployed to avoid enemy fire.

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To keep things fair (never mind the Scrin...) Nod also gets something new to play with: The Tiberium Trooper. Similar to the ones seen in KANE'S WRATH, these soldiers fire a highly toxic mixture of various tiberium compounds that quickly dissolve all kinds of armor - contrary to their brothers used by the Marked of Kane, the Tiberium Troopers are primarily designed for fighting armored vehicles and support other infantry.

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Additionally, the trails of all missiles have been changed - GDI and Nod now each have their own distinctive effects. While GDI uses high-powered conventional propellants, Nod relies on Tiberium-based compounds. Note that all of these changes are purely graphical in nature and will not affect the performance of the missiles in any way.

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Scrin doesn't feature many new elements, instead their unit balance has been improved and some effects were replaced. Shocktroopers are now equipped with pulse cannons before their upgrade, Tripods and Devourers show a distinctive effect when absorbing Tiberium to power their weapons.

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Tiberium Wars Advanced 1.52

Tiberium Wars Advanced 1.52

Aug 22, 2008 Full Version 22 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

Tiberium Wars Advanced 1.41

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

Tiberium Wars Advanced 1.3

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.

Comments  (0 - 10 of 315)
nannu
nannu 8hours 22mins ago says:

some dude help me... im using windows 7 and dont know how to apply mods in it... iv patched tiberium wars to 1.09

+1 vote     reply to comment
nick.m.
nick.m. 4hours 31mins ago replied:

i hope its the same path like in ra3...

C:\Users\YOUR USERNAME\Documents\Red Alert 3\Mods\Tiberium Wars Advanced

if the folder 'Mods' does not exist, just create a new folder with the name 'Mods'.the folder 'Tiberium Wars Advanced' has to be created by your own inside of the 'Mods'-folder. just unzip the mod-archive then with winrar and have fun :-)

+1 vote     reply to comment
timemastercronos35
timemastercronos35 Jan 28 2010, 7:25am says:

i've seen that you guys still are developing the mod, that's great news! i would like to suggest that you guys code the AI to not spam so many units. i've experienced it a lot in your mod and it's somewhat annoying. let the AI employ less spam and more strategy.

+1 vote     reply to comment
Black_Drakon
Black_Drakon Jan 21 2010, 6:48pm says:

I like new nuclear explosion. Are you use Generals resourse for make it?

+1 vote     reply to comment
nick.m.
nick.m. Jan 23 2010, 5:25pm replied:

yepp

+1 vote     reply to comment
Tur
Tur Jan 14 2010, 7:40am says:

I cannot play it because The Mod folder do not exist. After all nine patch updates the Mod folder don't comes. But it is there. But i cannot find it. pla help me someone. Information are: I have Windows 7, the german Version CnC 3 and (after the patch) I cannot find the Mod folder, but it exist. (Sry for my bad english)

+1 vote     reply to comment
kiler268
kiler268 Jan 20 2010, 8:05am replied:

if u cannot find the mods folder, then u have to create it in the right directory

+1 vote     reply to comment
nick.m.
nick.m. Jan 14 2010, 7:54am replied:

Sie haben Post!^^

+1 vote     reply to comment
nick.m.
nick.m. Jan 13 2010, 10:42am replied:

nebenbei: du sprichst deutsch, oder? käme mir so in den sinn, wenn ich deinen namen lese...

>>ignore if you dont unterstand this<<

+1 vote     reply to comment
Flakturm
Flakturm Jan 19 2010, 3:46am replied:

but the firehawks can switch to AA missile w/o the mod. So I thought it was a bug :(

I got the name from playing MoHA. Flak-tower, right? :)

+1 vote     reply to comment
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Platform
PC
Developer
Thundermods.net
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Release Date
Released Aug 22, 2008
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Style
Genre
Real Time Strategy
Theme
War
Players
Multiplayer
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193 of 11,164
Last Update
2 weeks ago
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299 members
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