Tiberium Wars Advanced 1.72
May 10, 2012 Full Version 18 commentsAfter 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 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!
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. :)
GDI
-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.
Nod
-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.
Other
-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.
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...
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...
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...
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...
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...
So, finaly its there: the first TWA version here at Mod DB. View the features page to see a change log.
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
wow this mod was great!! i never though it would be that good but i cant believe you guys didnt give GDI titan and wolverin!!!!
WHY NOT?!
if GDI had titan and welverin too this mod would be one of awesome mods out there!
Because
a) their roles are allready pretty much filled by Predator and APC
b) far to much mods have them and I wanted TWA to be a bit different.
However, I am still thinking about adding them to the campaign or as some kind of special power...
Stygs if you still think titans and wloverins are overused, then why not add a new mech to GDI? like a two handed titan or completely new mech!
removing walkers from GDI is like removing Cyborgs from NOD! :)
well dude seriously do you believe predator and apc stand a chance against GDI iconic walkers?!!
i mean if there was new walkers i would say its nice to have different units like u said, but predator and apc are in much more mods than titan and wolv!
its not the unit kind that make the game different its the ideas and abilities you give them which make them different just like all other units u did made! its the quality of ur job which make them different!
your MK2 is awesome but feel so alone without titans walking beside him! please at least add titans to game as some fan service :D
you know whats tempting me is your skills and ability ideas and i would love to see a titan u make! please make GDI awesome like NOD in ur mod, so i will have a full pack in one mod instead of one in different mod ^^
Can someone please give us an update of some kind that indicates that this mod isn't dead?
Stygs just answered me on top comment which proves this mod isnt dead :P
man i want titans T_T
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I must say, this mod is one of the best tiberium wars mods out there, and one of my most favorites.
When i try to ply the single player campaign with this mod, the GDI white house level has some bugs that make the campaign unplayable.
Nods structures are not stealthed when supposed to, and the sinper units you get at the beginning are missing.
I really hope, sometime the single player level can be fixed, so i can enjoy the single player missions with this awesome mod.
Kudos for making this, well done indeed !!!
Don't know if it is a reasonable substitution but in the level you refer to I had the same problem so what I did was change to easy difficulty, garrison the three APCs with missile squads and with careful precision I managed to complete the mission (not the bonus objectives though)without losing a single APC. I lost all riflemen to the Black Hand Zealots though.
Is it possible that you could maybe add in the MARV instead of the mastodon?