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!

Post feature Report RSS TWA 1.3 Changes List (Part 1 - Generic Changes)

The basic changes, including buildable walls, a more logical system for spawned infantry and modified build radii.

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  Overall Changes


 

  • edited credits.ini

  • removed EA intro video

  • changed the way the "random" setting works in muliplayer: side, color and starting locations are now shown for all players during the loadscreen

  • cloned Tripods cant use their EMP anymore

  • the "Drop off" abillity from transport units (APCs, Dropships) can now target shrouded areas

  • MCVs, MiniMCVs & Rigs now have a "deploy at target position" abillity. Simply select a location and they will drive there and deploy automatically

  • MCVs cost 5000$ and have 50s buildtime

  • changed spawned infantry from sold/destroyed buildings:

    • Buildings will spawn only basic infantry, no Shadows or Zone Trooper from sold buildings anymore

    • Walls & Lightning Spike: Never spawn infantry

    • Defense Buildings (including Disruption Towers): only spawn soldiers if sold

    • Constuction Yard: allways spawn basic infantry & 1 Engineer/Saboteur/Assimilator

    • Other Structures: allways spawn basic infantry

  • modifed build radii:

    • now appears after the buildings has been build up completly

    • Support Structures (including Ion Cannon Control Center, Rift Generator & Temple Of Nod): No build radius

    • Construction Yards and Outposts: 350 units

    • Other Buildings (Power Plants, Barracks, Rada Buildings): 175 units

  • edited some ingame text to reflect the changes

  • changed suppresion bonus: instead of -75% speed & +25% armor, its now -50% speed & +50% armor

  • changed some AI settings for superwaepons

  • crates in multiplayer contain more different things (bombs, free units, money...)

  • cranes:

    • now need war factories to be build

    • can build Tier1 defense buildings again

  • changed the way units clean garrisoned building - the effectiveness variies from unit to unit (for example, flame tanks are more effectiv then grenadiers )

  • Wall:

    • now buildable from the beginning

    • Wall Hubs cost 500$, the Wall Segments are build for free

    • only 5 Wall Segments can be placed in a row before you need to build another Wall Hub

    • Hubs & Segments have a buildtime of 5 seconds

    • can not be attacked by weapons with damagetype "GUN" or "SNIPER"

    • AI can attack them now

  • Fog Of Wat regrows a lot faster

  • modified the stealth effect to be more visible

  • changed stealth detector range:

    • for Pittbulls, Nod Bikes and Seeker from 400 to 250

    • for infantry (exept Commandos, sniper and Masterminds) from 100 to 50

    • for sniper from 400 to 250

  • added TWA logo in the main menü

  • new Tech Building:

    • Satellite Controll Facility - removes all shroud from the map (needs a working radar to function)

    • Note: You can place this building on custom maps, but its currently not used on official map

  • added some dummy objects for the worldbuilder. When placed on maps, the will emit patricle systems. You can find them under "Civilian\System"   *ParticleSys_SmallFire01, ParticleSys_MediumFire01, ParticleSys_MediumSmoke01, ParticleSys_MediumSmoke02 & ParticleSys_Tiberium01

  • radar hase been moved from construction yard to Command Post, Operations Center and Nerve Center

  • Visceroiden are now more dangerous

  • Mutant Hovels do not count for victory anymore - if a player has only Mutant Hovels, he will lose the game


  

Tiberium


 

  • Tiberium can mutated killed infantry into visceroids

  • renamed Tibeirum (Riparius & Vinifera)

  • Tiberium contains 20% more cristals (fields will last longer before depleted)
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