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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Kodiak & Mastodon Kodiak & Mastodon Scrin
Blog RSS Feed Report abuse Latest News: The change log for TWA 1.72

5 comments by Stygs on May 11th, 2012

And its time for an update again.

2 important notes:
-I haven't had much time to test the balancing changes - any suggestions would be welcome.
-the Scrin Shrikes are a TEST unit - model & icon are placeholder, I just wanted to see if the idea works & is fun to use.

You also might have noticed that I didn't add any screenshots in the past month due a lack of free time - if you have any screenshots that I should add into the gallery, feel free to post them in the comments.

Last but not least I want to say thank you to ShadowKain666 for his help in translating a couple of texts for TWA. :)

-Hexapods can absorb Shock Troopers again.
-Scrin Support Towers now use Scrin repair drones instead of Nod repair drones.
-Archons can now be properly promoted.
-Corruptors can now be used to heal Hexapods.
-Corrupters healing has been reduced by 25% (their attack damage stays the same).
-Added debris models for the Eraser.
-Added new sounds for the Eraser.
-Increased Eraser attack range.
-Added debris models for the Scourge.
-Cultists no longer need a Nerve Center to be built (bringing them in line with Snipers & Shadows).
-Ravagers now need a Nerve Center to be built instead of a Stasis Chamber (bringing them in line with Grenadiers & Black Hands).
-New unit:
*Shrikes: A small group of flying suicide drones. Not very powerfull, but cheap und easy to use in masses. Can not be promoted.

-Sandstorm rockets weakened.
-Improved Hammerhead armor and lowered its cost (from 1500$ to 1300$).
-Improved armor for Zone Trooper & Zone Raider.
-Grenadiers take less damage from "gun" weapons.
-Overhauled the Mastodon's weapons and changed effects for its railguns (taken from KW MARV).
-Added damage effects to the Mastodon. (smoke, fire)
-Added "Formation Preview" model for the Mastodon.
-Added a new "Reinforcements under attack!" EVA sound for Ox Transports bringing reinforcements.
-Corrected a bug where Command Posts didn't give exp when destroyed.
-Reduced the EMP duration for EMP grenades from 10 to 2 seconds and slightly increased reload time.

-Advanced Power Plants now require a Warfactory to build.
-Corrected a bug where Advanced Power Plants didn't give exp when destroyed.
-Improved armor for all Cyborg units (including Commando & Reaper).
-Buffed the Reapers and lowered their price to 1500.
-Black Hands now take less damage from "gun" weapons.
-Locked the Decoy Temple for the AI - since their placement of it makes it obvious, there is no point in using it.

-Fixed a bug that prevented heroic Scavenger Buses from attacking.
-Fixed some faulty code that resulted in aircraft debris disappearing in midair instad of hitting the ground.
-Removed "Clear Garrisoned Structure" from the Scavenger Bus tool tip.
-Added the once missing texts for Rage Generator & Space Command Uplink.
-Mutant infantry units built by GDI or Nod can now utilize the "Call for Transport" ability
-Fixed some missing/incorrect effects.
-All "Epic" Warfactories have slightly better armor and now give correct exp when destroyed.
-Tiberium Fiends are now built in hordes (instead of a single unit), thus some of their stats have been updated.

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Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

May 10, 2012 Full Version 23 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]

Feb 22, 2012 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]

Feb 3, 2012 Full Version 15 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]

Aug 22, 2008 Full Version 41 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]

Jan 21, 2008 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]

Dec 16, 2007 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  (10 - 20 of 897)
LordMaus Jun 13 2014, 10:24am says:

no more new patches ? this mod is death too ? !!!!

+1 vote     reply to comment
Cloudsurf Jun 14 2014, 1:14am replied:

no, the developer is currently busy for the next release. It will feature some cnc4 units and other stuff so lets wait

+2 votes     reply to comment
marcoj331 Jun 12 2014, 12:02pm says:

i dont know if this is normal but when i play against Ai scrin with this mod They play Hardcore unfair i mean really Unfair but this only on Middle when i set them on turtle Tactic but they Roll over my base like a mad rocketpowerd steamroller !

+1 vote     reply to comment
Kraist May 31 2014, 9:05am says:

hey Stygs :) I know I get a little bit annoying but I will again beg to consider my suggestions please :) maybe in your next release it will be added :) I can give more suggestions if you like ;)

+1 vote     reply to comment
Kraist May 29 2014, 9:26am says:

uhm Can I suggest more? :)

first, the GDi lack of air to air combat units. Yeah I know the firehawk has to options of weapons but my concern here is the AI, the AI won't use the anti air arsenal of the firehawk and the banshees are overpowering them. So I have this two ideas for this issue, a) The firehawk by default must have an ability to fire missles air to air at the same time can also fire their two payloads. b) is uhm well adding a new unit for GDI, the new firehawk model in cnc 4 can be used. The new unit can fire both air and land units just like the banshees and make the old firehawk a legit bomber just like the vertigos :)

second, the units in the mutant hovel must be placed to their respective factions. With all due respect, i really don't like the idea of building this infantry units from these three factions in the mutant hovel.

Third, about the titans and wolverines. Yeah i agree with you that this units can be a repetitive if added in this mod. My suggestion is maybe you can give them new role, make the titan a tier 4 unit which have two arsenals the railgun as default arsenal with mounted anti infantry minigun :)

Fourth, uhm the snipers really have a hard time being effective in crowd control. uhm maybe reducing the number of units per squad can give them an easy one shot one kill advantage. 3 units for rifleman and 2 for missle squad.

fifth, give the arcons a new model. the mastadon is too tall for its war factory when built, maybe making the roof of the war factory much hive for the epic unit to fit. Also give the mastadon some upgrades like garison infantries?

+1 vote     reply to comment
Cloudsurf Jun 14 2014, 1:15am replied:

great suggestions , i like this

+1 vote     reply to comment
narcoutic. Jun 11 2014, 5:14am replied:

i agree with this ideas, some of it is like my suggestions in this mod in the past. so maybe stygs can really implement this to his mod

+1 vote     reply to comment
Kraist Jun 2 2014, 2:38am replied:

you can use golan's titan for the suggested titan ;)

+1 vote     reply to comment
ΠΕΖΟΝΑΥΤΗΣ Apr 26 2014, 5:47am says:

Guys i dont have Command and conquer 3/Mods on documents so i created them
and put the mod in but it is not working any help?

+1 vote     reply to comment
VitaoFF Aug 13 2014, 2:49pm replied:

titans and wolverines as additions would be cool

+1 vote     reply to comment
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Released Aug 21, 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, 12:44pm by colers

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