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 24 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 13 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 873)
sider71 Oct 22 2014, 11:15am says:

Just a global comment on mod,

From my point of view it's looking to much what KW was.

For me KW failed giving to all armies a epic ground unit instead giving it just a few factions like the marv only to zocom, an mammoth mk2 to steel talons, the hexapod to R-17, others armies with no epic but a maybe a unique upgrades for other units, T-59 another air units getting a firepower like tripod (but not a carrier), also long range units, Nod had 2 on every faction instead giving new specter only on to Marked of kane and force others use the beam cannon.

I would try to remove hexapod, and use the scrin explorer ship form TS, also remove redeemer and use a units like montauk or cyborg commando (we know Nod always was using light armor tech and speed tactics, a epic unit like redeemer brokes this philosophy.

Great job on scrin eraser, Nod wraith, love the rocket smoke one pitbulls, i like the idea getting Kodiak from TT but this unit should get a limit maybe.

Hope to see soon next release, great job!

+2 votes     reply to comment
PurpleGaga27 Oct 1 2014, 6:38pm says:

It's been over two years without an update. As of now, TWA 1.75 is still in the works.

+2 votes     reply to comment
Ahrimansiah Aug 2 2014, 5:39pm says:

Styg it will be great if you can make the Cyborg Commando ready for this version dont leave him in shadows ;)

+3 votes     reply to comment
copperkilller Jul 12 2014, 2:13pm says:

The epic units are pretty cool so far but the one thing i dislike about them is that they are completely underpowered. Their firepower is amazing but their armor is a thin as tinfoil on an eggshell, i sent a mastodon to an enemy base and half of its health was drained by just 5 rifle squads and was destroyed by just 4 vertigo bombers while a marv would easily shrug it off. Give the epic units some steroids and increase their armor so that they truly deserve the title as an epic unit. The mod is good but you srsly need to up the armor on them for example give the mastodon as much armor, speed and price of the marv.

+3 votes     reply to comment
Guest Jun 28 2014, 2:18pm says:

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userz Jun 21 2014, 2:04am says:

i just think that the infantry model is kinda cruelly made. I hope you guys can get some better models in the future! but i am supporting you guys regardless! :D

+2 votes     reply to comment
Guest Jun 29 2014, 4:37am replied:

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userz Jun 21 2014, 7:40pm replied:

Ok after i played for a while I have a few suggestions.
The NOD mobile howitzer is way too op and long range good against both units and structure plus can go into stealth! sure it's weak armored but just 3 of them all fire at once at super long distance and ran away completely destroy a structure without retaliation! the hover MRLS of the GDI is no where near as powerful as those arty tank and the juggernaut is less mobile than them.
The GDI also lack variety imo still feels very same as the original game using just predator/apc rush whereas nod i feel has more choice of gameplay
Last but not least is the unit models! the Infantry model for nod is actually very well made imo, but the GDI looks considerably less well made the head looks kinda big compare to the body which making them looks like aliens!XD
Pretty much all the NOD infantry models looks vastly superior than GDI. You guys even made a new model for nod commando and cyborg units but the GDI commando still the same. Not only the Infantry models for nod are better, their vehicle as well! most GDI units looks like still using the original game model!
As a GDI fan i feel like there is need for more love on their side!

+2 votes     reply to comment
Cloudsurf Jun 22 2014, 3:59am replied:

well for me gdi infantry is just fine, but improvements are good :] so I agree with you man. Considering the gdi soldiers in the cancelled game "Tiberium", their armor is just fantastic! stygs may have an inspiration to them

+2 votes     reply to comment
userz Jun 22 2014, 6:39pm replied:

Yeah the tiberium GDI one looks pretty cool. But the current one is more of the vanilla C&C3 design of the GDI infantry. I think the GDI Infantry from The cover for Tiberium alliance is also a better looking one. Maybe he will take in consideration to change them but i think that chance is pretty slim.

+1 vote     reply to comment
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Released Aug 21, 2008
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Highest Rated (4 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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