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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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.


The change log for TWA 1.72

The change log for TWA 1.72

3 years ago News 6 comments

Another update for TWA. Again not much new, but a couple of fixes & improvements.

Tiberium Wars Advanced 1.71

Tiberium Wars Advanced 1.71

3 years ago News 11 comments

The change log for TWA 1.71. Nothing really major, but 1.7 really needed a bit of polish.

Tiberium Wars Advanced 1.7 (beta)

Tiberium Wars Advanced 1.7 (beta)

3 years ago News 8 comments

Well, well, guess who's back? After a long hiatus, TWA 1.7 is ready for a first release. It's not perfect, but far supperior to the previous versions.

And another bunch of stuff

And another bunch of stuff

4 years ago News 10 comments

Hey, guess who got unbanned by EA? Just a small update to stop people commenting on this, the problem has been resolved.

RSS feed Downloads
Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

3 years ago Full Version 26 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]

3 years ago 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]

3 years ago 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]

7 years ago 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]

7 years ago 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]

8 years ago 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 925)
Armilus Nov 2 2015 says:

What I like the Most in this Mod (so far) is the new texture and model for the two basic Nod Infantry. Haven't played as GDI yet, but fought them, and Im sure I have seen some titan walkers. Great!
Now, if I can make suggestions, the mod needs:
-Blossom trees instead of craters
-Random wild visceroids, fiends and tiberium floaters in yellow and red zones.
-Vainhole monsters in yellow (rare) and red (common) zones.
-Red, orange and black tiberium (only red zone, rare but valuable)
-Tiberium based trees and fungy and tiberium slime especcially in red zones.
-Natural ion storms in and near red zones.
-The Mammouth MKII to replace the vanilla Mammouth.
-Undergrownd moveing ability for Nod vehicles like in TS or TE.

Technology and tiberium spreading should be at a higher level in the 3rd tiberium war than in the 2nd, instead of both beeing back at 1st one. Just my op.

+1 vote     reply to comment
superfeatheryoshi Nov 8 2015 replied:

Actually, I think Tiberium fissures work better for Tiberium Wars' lore than blossom trees. Why would GDI let a blossom tree grow in the middle of a blue zone? With fissures, you can at least say that they just appeared one day and GDI set up a sonic field around it to keep it in check.

I don't think replacing Mammoth Tank with Mk. II is a good idea. Mammoth Tank and Mammoth Walker have completely different roles. You are better off making them separate units.

Is black Tiberium even a thing? I don't think it has appeared in any CNC game.

+1 vote     reply to comment
Armilus Nov 10 2015 replied:

TW at least should be the succesor of TS, right?
In TS, the Mammoth (MK I) where used by the Forgotten. The Forgotten, not GDI. The GDI used to use Mammoth tanks in TD and stopped doing so between end of 1st and beginning of 2nd tiberium war. Mammoth MKII in TS were prototypes of what was planed by the GDI leaders to later become a new powerful Walker, to be produced and sent into battle along with titans and wolverines, if I remember correctly what was said in the GDI story in TS.
And between the End of Firestorm (wich had red Tiberium as a Part of the Story, and I am sure I have red something about very rare but valueable black tiberium, that is only about 2 or 3 clusters, and only where other Tiberium was pretty common. Could have been a hoax also...)and the Beginning of TW, it is more than ten years. Name one reason why the GDI leaders haven't gotten near realizeing this plans. In TW (havent finished it yet) there is only the Info that they stopped producing expensive stuff because "Nod is harmless now, and we have to focus on destroying the Tiberium, so lets dump all our plans, trash all our high tech wheapons and reuse 50 year old tanks we stopped used when we were kids", wich doesnt even make sense, because there is no evidence that there will never be a new enemy that will use old Nod tec or even more advanced stuff. And for the GDI at least had the Tacitus, and where able to at least decode a part of it, they should be able to basicly have even more high tec stuff than they ever had with less financial efford.
And as given by the Lore, red zones should be hostile environments for civilians, GDI and Nod, while "sort of home" to any kind of Tiberium Mutants (Forgotten, Fiends, Viscs, Floaters...) and other Tiberium based life form (Scrin). The later should struggle to survive in Blue Zones, and the GDI beeing the ones in Charge of the Blue Zones, wouldn't let ANY Tiberium grow there, which means their Sonic tec destroyes Tiberium, and they have other possibilities there to get Credits, that are not accessable by other fractions, which forces Nod and Scrin to take Tiberium with them when attacking Blue Zones.

So why not introduce a "Natural spreading systhem" to Tiberium, so if a Tiberium Tower is destroyed, and 3 crystals takeits place, they could spread, and turn the map slowly into a yellow zone first, and then into a red one, if not harvested or destroyed by the GDI, and I mean included all the Tiberium types, Tiberium Glaciers, Vainhole Monsters, blossom trees, Tiberium flora and fauna, randomly appearing Ion Storms et cetera, and the GDI (with some efford) beeing able to remove all of it with their Sonic stuff and fight the Tiberium itself?
It would not be just a generic ressource anymore, but a real thread to everything that isnt Tiberium, as the Story suggests. How it is implemented in the Game now, it is essentially infinite Money just sitting on the Ground.

+1 vote     reply to comment
superfeatheryoshi Nov 10 2015 replied:

"Name one reason why the GDI leaders haven't gotten near realizeing this plans."

Alright, here we go:
*Mammoth Mk. II is expensive as ****.
*It also has huge dead zones its weapons can't reach, making it extremely vulnerable against infantry.
*After Tib War II, Earth is almost dying with all the Tiberium growing around. Algae, veinholes, desertification. Of course they are going to spend their money fighting Tiberium instead of preparing to fight Nod, who haven't being seen or heard from in ages.
*Also, Nod WAS harmless to them until their A-SAT control got blown up. Then all hell broke loose.

Plus, all that stuff you said about dynamic Tiberium turning Blue Zones into Red Zones?. Completely and utterly impossible to pull off in this engine. I'm sorry but that's the way it is.

+1 vote     reply to comment
Armilus Nov 11 2015 replied:

Okay. Forget all my suggestions then!
I hate you haters.

+1 vote     reply to comment
superfeatheryoshi Nov 13 2015 replied:

Oh this is just delightful.
"What? Somebody pointed out my ideas are unreasonable? **** you hater!"

+1 vote     reply to comment
Armilus Nov 13 2015 replied:

Really want to pick a fight with me?
Name a Date, I name a Place, and be there.
You wont travel to Europe for that fight, I guess?

+1 vote     reply to comment
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Cloudsurf Aug 24 2015 says:

Is this will have any update or another release?

I would like to report some bugs that I have encountered.
- GDI won't use the mastadon.
- GDI firehawks hard point visual upgrade only apply on existing firehawks, when you build another unit the hard point visual changes don't appear but the upgrade is still functional.
- campaign won't work.
- NOD scopion tank must have their new unit portrait.
- SCRIN epic unit has this dead anim bug.(when it dies it will turn to its idle anims until it submerged to ground.).

+1 vote     reply to comment
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C&C3: Tiberium Wars
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Released 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 by colers

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