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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Blog RSS Feed Report abuse Latest News: About TWA and fixing the broken campaign.

14 comments by Stygs on Nov 5th, 2014

Wow, I should have been waiting with this posting half a year for the third year anniversary since the last news post.

Anyway, since TWA still seems to have some fans around here, I through its' a good time for a news post (you know, christmas spirit and all that humbug):

First things first: There are no plans for a release anytime soon - I know there are a couple of major bugs (not to mention the Nod AI crash) but we lost our SVN server a while back, so there is no way to go back to older releases and fix their bugs.
The only TWA version I have right now has lots of CnC4 stuff and 2 new factions, but that is nowhere close to releaseable or fun to play. In fact, I might end up removing most of it as it hardly fits CnC3.

However, one of the goals for TWA that I always had, which should be doable with the current build, is the campaign. One major advantage is that internal unit names and scripts hardly change, so once the campaign is fixed, it should work for all versions, past and future.


So, atm I am looking for any problems related to the GDI campaign (Scrin & Nod might follow later).
For example:

-Have important scripts stopped workiing? (like the MCV reinforcement)
-Is a mission to hard/easy because of the different game balance? (Nod Militants are way harder to kill with Riflemen now)
-Can the AI build units or use abillitys/powers that should not be available in that mission? (Nod using Spectres, Wraith or Cyborgs)
-Can you build units or use abillitys/powers that should not be available in that mission? (Mastodons says hi)
-Are there cases where units use their old TW design instead of the TWA one? (like Sniper Teams having a Spotter)
-Other unit problems? (Commandos not working right)

If you find anything like that, please post it as comment under this news.

Again, I can't promise if or when I will release that fix, but it's certainly one of the things I still plan to do with TWA.

Regards,
Stygs

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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 12 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 40 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 908)
userz
userz Jul 22 2015, 3:15pm says:

Is this updated???? WHERE??

+1 vote     reply to comment
Stygs Creator
Stygs Jul 22 2015, 3:45pm replied:

There is noreal update, just a ripped and slightly modfied version of 1.72.

+2 votes   reply to comment
PurpleGaga27
PurpleGaga27 Jul 20 2015, 12:06pm says:

To all users, this mod is not dead and Stygs is still doing his busy life, unless he has something left to mod. Except one problem though, someone recently is ripping off this mod with a modified version of this so-called unofficial TWA 1.8. That person (I decided not to name who) has been warned.

+2 votes     reply to comment
SabretoothOrigins
SabretoothOrigins May 31 2015, 5:57am says:

Mod is really dead? :(

+1 vote     reply to comment
redstar21
redstar21 Mar 28 2015, 3:44am says:

I think that based on memory (if I am correct) that the skirmish GDI commando's Rail Carbine shoots like a Zone Trooper rail gun rapidly but this makes it less capable in handling infantry as the NOD commando since the railgun is too focused on power but not firing speed making it much easier to be killed by infantry than NOD commando
Since Commandos are designed to be able to mow down infantry I think that the Rail Carbine could be set in 2 modes if possible (just like missiles targeting land or air targets)one that acts like a standard MG against infantry as the vanilla GDI commando and one that is the same as the rapid fire Zone trooper rail gun that this mod has against vehicles.
Just a suggestion based on foggy memory (Haven't play it for quite it while so I might be wrong)

+1 vote     reply to comment
userz
userz Mar 24 2015, 12:42am says:

mod offically dead

+2 votes     reply to comment
Edna1
Edna1 Mar 19 2015, 2:21pm says:

Are you still active?

+1 vote     reply to comment
gta3hackman
gta3hackman Mar 5 2015, 9:29am says:

things that bother me and need to be fixed (or added)
1: STOP THE GAME FROM CRASHING!
2: add more units
3: add Mammoth mk.II
4: maybe add some cnc4 units?

+1 vote     reply to comment
vincentcois
vincentcois Feb 26 2015, 6:24pm says:

How can you made this mod ? I try to make my own with CC3_SampleArt w3x models but it not work... Can you explain me how did you do to import and use news models in game plz ? Tutorial ? Thx (Sorry for my english, i'm french)

+1 vote     reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Jan 31 2015, 6:11am says:

Hey, i've played the mod.. it's good, but it causes problems within GDI's Campaign, the Grenadier squad and mutant rocketeers are useless if you can't build the structure that can buy their "weapons." other than that, the rest is working fine, and oh.. i love the Redeemer!

+1 vote     reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Feb 2 2015, 8:47am replied:

Wait, nevermind about the Grenadier squad and mutant rocketeer problems, seems like my C&C3; was a bit faulty when i first tested the mod, it's working fine now.

+1 vote     reply to comment
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Developer
Thundermods.net
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Release Date
Released Aug 2008
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9.2

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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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Real Time Strategy
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War
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