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 news Report RSS Tiberium Wars Advanced 1.8 (Beta 6)

Major changes include: New CABAL voice lines; Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover undergrond bunker from Forgotten buildings; Reworked the Forgotten AI to hopefully be less prone to crashes.

Posted by on

This is a rather small update, but a couple of important changed:

As you might have noticed, CABAL was missing a lot of voice lines for various announcements as most of them never existed in Tiberian Sun and thus were never recorded by Westwood. As a result, CABAL ended up using a lot of CnC3 Nod EVA sounds to cover the missing bits.

However, a user named CABAL_REBORN has manage to create a close recreation of the TS style CABAL voice and has agreed to voice the missing lines, finally solving this issue! This version contains the first bunch of new voice lines, the rest will be added over the course of the next updates.


The next change concerns the Forgotten underground bunkers: They have been cut from TWA for now. You may wonder why, as they were an unique feature for the Forgotten, but it boils down to two things:
1. The function is a leftover in the game - I dont know if it has any sideeffects (like beeing responsible for some of the crashes) and I dislike some of its features (there is no timer to tell you or your enemy how much time is left till the building respawns and even if the bunker is nearly destroyed, the structure will respawn with full health).
2. It doesnt really fit with my current idea for the factions anymore. Back when I started, the Forgotten were based on the GLA and thus it seemed fitting. But looking at it now, underground bunkers that automaticly rebuild structures seem way more fitting for CABAL or Nod, not the Forgotten (dont worry, I dont plan to readd them for either side).


And while we are on the subject: I redid large parts of the Forgotten AI. While the AI is still not finished, I am hopefull that this should reduce the number of crashes created by the AI.


Last but not least: CABAL and Forgotten Power Plants have been rebalanced - untill now, they were far better than the GDI/Nod/Scrin ones with seemed kinda unfair tbh. They should now be more in line with their counterparts.


1.8 Beta 6
Overall Changes
-Hopefully fixed a rare issue where Tiberium fields would damage everything in range, even vehicles and mechs. Tiberium should also do alot less damage to infantry (the crystals were using the wrong weapon)

GDI:
-Fixed a bug where Orcas from the Bombing Run would not die/hover in the air after the airstrike is over

Nod:
-Fixed a issue where an EMP attack on the Temple of Nod could kill the missile during/after launch, resulting in it doing zero damage. Using EMP Countermeasures and Cash Hack will also be disabled during the launch animation to prevent a similiar bug.

CABAL:
-Renamed the upgrade for power plants and raised its price from 500$ to 800$ (purchase time has also been adjusted), meaning it is now cheaper to build an new PP than upgrading an existing one.
-Added a couple new voicelines by CABAL_REBORN

Forgotten:
-Redid some parts of the AI and hopefully reduced the amount of crashes
-Power Plants now cost 400$ and give 7 units of power (instead of 300$/8 power)
*'Improved Cooling Systems' upgrade now require a Radar Station before they can be purchased
*'Improved Cooling Systems' upgrade now costs 1500$ and gives 3 units of power (instead of 500$/8 power).
-Removed the underground bunkers from all Forgotten buildings.

Post comment Comments
Radu273
Radu273 - - 1,456 comments

i really hated the bunkers from the forgotten. and indeed gla is from another game. this is tiberium universe. lets respect every unique faction style.
I agree with all the changes you made!

Reply Good karma Bad karma+2 votes
ApornasPlanet
ApornasPlanet - - 4,118 comments

Wow! Can I hear CABAL_REBORN's work somewhere?

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,680 comments

Basic stealth tank attacks work normally, but elite stealth tanks don't. Also, Forgotten's Beast Master is experiencing the same problem.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,680 comments

still got a issue where the mod wont load it attempts to but just goes right back to the pre load screen. other mods work and even the 1.72. but none of the 1.8. i am using cd version of game btw

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,680 comments

At GDI campaign, mission albania and berne, for some reason the firehawks can't swap to their missile loadout, which make it impossible to complete albania's optional objective.
the other missions didn't have the same issue interestingly enough (as far as I know at least, I'm still at berne)

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,680 comments

Reduce the footprint of NOD's defense towers. Placing 3 towers on uneven ground can be a challenge.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: