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!
A Test release, nowhere near finished. Contains new stuff for GDI and Nod and Scrin and CABAL and the Forgotten (both new factions are WorkInProgress, so dont exspect to much).
"I highly suggest using the 1.73 download instead for now."
you meant 1.72 perhaps. i did not see a 1.73 version release.
i was playing these day the firestorm mod for tiberium wars and was thinking that will surpass tiberium wars advanced 1.72 just because your mod was shut down. clearly i was mistaken :)
Fixed! Thanks for pointing that out, I used to call the next version 1.73 before renaming it to 1.8.
i dont know what i did. the first time i installed the mod and played a skirmish game, it worked. But after some time i tried again a skirmish game and now it crashes, tried it 3-4 times and its the same. when the loading screen reaches 99% it gives CTD with no error screen.
i think its related to the AI, or the forgotten and CABAL has some bugs, or its caused by setting the AI to random.
The mastodon is awesome, maybe the best i have ever seen, but i think sometimes gets stuck when attacking, meaning he stops attacking.
Besides this the mod is awesome, i like your changes made
I think the crash is related to random faction/personalty settings. Should be fixed in the next version, but for now, I suggest setting all NPC settings manually.
i did so and it worked.
i got a crash when playing versus forgotten after some time playing.
i think the forgotten is the most unfinished faction right now. the most annoying thing is that after you destroy their buildings it leaves some kind of debris like in Russia factions from ROTR. the problem, it isnt't clear visually whats happening there, its like a respawn of the building right away.
okey , i did what you've mentioned in comments below about the manual settings since it was crashing and it worked ,i like what you've done with it , also i just noticed , the voiceover about warnings and stuff on cabal at least since i only tested that for now, similar to dune2000 , not the exact but it's definitely based on it isn't it ? xD
CABAls voice files are taken from Tiberian Sun, I am not supprised they sound similiar to Dune2k as both games were handled by Westwood and developed around the same time.
oh right , yeah you got a good point ;)
btw , do you have a discord server where i can join and be up to date?
Hot damn! It's good to see one of my favorite mods back, looking forward for future updates!
A thing to report, Firehawk missiles don't seem to attack air units; GDI Riflemen have floating heads when setting up a foxhole.
Might be more that you're already aware of though. Regardless, it's delighting to see a new update after so long, 1.7 was tad bit more unbalanced (especially in the campaign, Pentagon for example).
Good catch with the riflemen and the firehawk, never noticed these!
Sadly, the campaign has never been proberly updated for TWA due to problems with the SDK.
Glad to be of help! The campaign is manageable now with the features and fixes that this early beta brought, hopefully it will be more tuned in the next few releases!
Братан мод огонь но супероружие чуть по чуть по мощней бы и CABAL просто супер
why on "campaign" don't have a MCV ???
i am curious! why did you remove the ability to build crane right away, why do i need to build firstly barracks to build it?
Overall your changes in GDI, NOD and SCRIN are quite good. i noticed changes even in scrin air units behaviour and i liked them. I like CABAL faction, their units behave unique and its a perfect opportunity to put C&C 4 units to good use, but their buildings i suggest in future to give them some little changes so to distinguish from regular NOD buildings.
As for forgotten, some units are great, others and buildings i noticed are from RA3. normally dont like to see them mixed, but at least you maked the transition somewhat good. see if you can inspire also from tiberium essence 2.0 forgotten.
This said, some of your units are the best ive seem till now, for example a lot of mods brought the mastodon back, but yours is exaclty like in c&c4;, also with the kodiak, by the way he can be made a little tougher. even 2 missle squads might pose a serious threat to it.
I look forward to your next version!