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!
Laser fences are now a normal upgrade and increase the hit points of your buildings. However, unlike their KW counterparts, they wont affect the way engineers work, so keep your eyes open!
(ignore the missing fences around the power plant on the left)
This mod is going to be better than KW ! Good work. I have only one question, will laser fence "shape" be different for non upgraded Power plant ?
Yes, the shape changes.
Are these custom-made or imported from KW?
Are you going to give GDI Sonic pulse fences to?
Propably not, never linked them that much.
Don't you mean 'liked'? and won't that give Nod an advantage on defence?
Nice way to end engineer rushes.
I hope building wall sections still available.
Duo the way engineer work in TWs, they cant be affected by the fences, so yes, you still need to build walls ;)
Basicly, these fences act as a fancy armor upgrade, nothing more.
Normal upgrade? Are they like how the GDI power plant upgrades or like a global upgrade that affects them all?
I hope its the later.I hate to babysit buildings.
oh. so you cam still target the buildings with explosives?
dont know how it's a defensive upgrade....just fire thru the lasrs :P
What's that red ring around the Temple of Nod?
That's a fake Temple of Nod.
wouldn't it be quite obvious that it's a fake on the battle field when it's one of the only structures without laser fences?
No - because the fences only affect the buildings in the primary build tab (like PP, HoN, WF), but not the secondary ones (like defences or super weapons) - even the regular temples have no fences (the whole fence thing it still subject to change, trough I like the current way).
The red circle is only visivle for the owner and shows that this is, in fact, a decoy temple. Unluckyly, the KW decoy temple effect does not work in TW, thus this solution.
nice pic
I like the fake temple of Nod and all but when I play a normal match the CPU always puts the fake one over a tiberium field, doe's give it away a bit.
why not set the laser fence building to a state called maybe laser fence and have an exception created on special power templete for the state laser fence
<SpecialPowerTemplate
id="SpecialPowerCaptureControlPoint"
TargetType="OBJECT"
Flags="NEEDS_OBJECT_FILTER">
<ObjectFilter
Rule="ANY"
Include="CAPTURABLE"
Excludeconditionmodelstate="laserfenced"/>
</SpecialPowerTemplate>
i added the exclusion there and am sure it will not work but hopefully it will give you an idea