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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Blog RSS Feed Report abuse Latest News: About TWA and fixing the broken campaign.

14 comments by Stygs on Nov 5th, 2014

Wow, I should have been waiting with this posting half a year for the third year anniversary since the last news post.

Anyway, since TWA still seems to have some fans around here, I through its' a good time for a news post (you know, christmas spirit and all that humbug):

First things first: There are no plans for a release anytime soon - I know there are a couple of major bugs (not to mention the Nod AI crash) but we lost our SVN server a while back, so there is no way to go back to older releases and fix their bugs.
The only TWA version I have right now has lots of CnC4 stuff and 2 new factions, but that is nowhere close to releaseable or fun to play. In fact, I might end up removing most of it as it hardly fits CnC3.

However, one of the goals for TWA that I always had, which should be doable with the current build, is the campaign. One major advantage is that internal unit names and scripts hardly change, so once the campaign is fixed, it should work for all versions, past and future.


So, atm I am looking for any problems related to the GDI campaign (Scrin & Nod might follow later).
For example:

-Have important scripts stopped workiing? (like the MCV reinforcement)
-Is a mission to hard/easy because of the different game balance? (Nod Militants are way harder to kill with Riflemen now)
-Can the AI build units or use abillitys/powers that should not be available in that mission? (Nod using Spectres, Wraith or Cyborgs)
-Can you build units or use abillitys/powers that should not be available in that mission? (Mastodons says hi)
-Are there cases where units use their old TW design instead of the TWA one? (like Sniper Teams having a Spotter)
-Other unit problems? (Commandos not working right)

If you find anything like that, please post it as comment under this news.

Again, I can't promise if or when I will release that fix, but it's certainly one of the things I still plan to do with TWA.

Regards,
Stygs

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Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

May 10, 2012 Full Version 22 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 13 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 40 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 904)
Deanodz
Deanodz Nov 24 2014, 12:02am says:

Uhmm, this mod is almost perfect, but I think there is something wrong with the Nod models, I mean all models. The color of the models are a bit chunky and broken somehow. And can you please bring back the old player colors such as the GDI's and Nod's which is a bit darker red? This mod is my favorite, just that, and it's not balanced though, with the factions, I think you should add the sonic wall upgrade to GDI also with the Scrin's to make it balanced with the Brotherhood of Nod. And looking forward for more updates and new units! KUDOS!! ^__^

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Dec 24 2014, 2:43pm replied:

dude having same unit/special power/structure doesnt mean BALANCE! have u ever played original TS? NOD and GDI are COMPELTELY different in almost every way but they are balanced! some faction is better in X when other faction is better in Y! a true great STR game is one with different faction and each with their own play style!

+1 vote     reply to comment
Threestepsfromhell
Threestepsfromhell Jan 27 2015, 7:59am replied:

Tiberian sun was never balanced. Titan rushes, disroptors being op, orca bombers being op, firestorm defense stopping everything and so on.
Also, this mod wont receive any updates, its mostly dead.

Also, his suggestions are garbage. Somehow broken? Balamced ny having the same upgrades?

What C&C3; really needed is a real tiered system, with differtiable units for each tier and more importantly, fun maps and fun gameplay with more gameplay ways.

Where are the laser point deffenses that were in C&C generals? ECM tanks? Neutron bombs? Radiation? Toxins? Technicals? Listening posts, Raptors, Helicopters,commando abilities(Sniping, hacking, timebombs),napalm and much much more.

C&C3; is set in the future yet nobody uses interesting scifi gadgets?
At some point in the past I modded C&C3;, and believe me, the mechanics for ECM, Laser defense pointers, damage fields are all there. Nobody ever bothered to add those.

Really, C&C3; was just the original C&C with prettier graphics yet nobody every figured out that the original C&C was fun for its time, today, its boring, same for C&C3;, not to mention EA screwing with the formula, rushing releases and worse.

+1 vote     reply to comment
Stygs Creator
Stygs Jan 31 2015, 7:06pm replied:

"ECM tanks?" - Doesnt work - you can disrupt missiles (storm colums have this abillity), but disabling tanks and structures doesnt work that way anymore.

"Neutron bombs?" - Doenst work as far as I know. At least my short tests never gave usefull results.

"Radiation?" - Nuke radiation is in the current TWA build. Its just a huge area damage, nothing special.

"Toxins?" - What about them? Technicly, toxin works the same as radiation in ZH. I like the way the Scrin Corruptors use Toxin to turn infantry in viceroids alot more than the GLA variant.

"Technicas?" - Again, what about them? If you refer to the random models, some infantry in TWA use random textures (Zone Trooper, Black Hands).

Listening posts - Cant even remember what was so special about them.

Raptors - Preeeettty much the same as Firehawks. The only cool thing were the airfields, and they dont seem to work right in TW.

Helicopters - I agree tha TW lacks air units, but the Venoms are pretty similar to Comanches (aside from the missiles) while Hammerheads are a bit similiar to Helix.

Commando abilities(Sniping, hacking, timebombs) - Sniper doenst seem to work (same problems as Neutron Bomb). Hacking was basicly a generic abbility to stop an objects (basicly EMP in TW) and making money the same way as chinese hackers doenst work in TW.
Timebombs work similiar to Nod Saboteur and honestly, I prefer the classical way of blowing stuff up instantly.

Napalm - kinda works, but never found a good particle effect. Also, firestorm dont work in TW.

Trust me, I tried adding a lot of Generals ideas over the years, and a lot of the old mechanics are incomplete.

+1 vote   reply to comment
darkyuri
darkyuri Nov 21 2014, 3:27pm says:

Can you add campaign from kane's wrath?

+1 vote     reply to comment
darkyuri
darkyuri Nov 21 2014, 3:25pm says:

Can you add original Tiberium?

+1 vote     reply to comment
AlfredoTheSpectre
AlfredoTheSpectre Nov 13 2014, 7:13pm says:

Hey Stygs,

I'm interested in future versions of the Mod. So what about an RepairAPC?
Yeah I know im mumbling about the Wolverine in almost every post, but I loved the Steel Talons.
A second tip would be the *whispering* Combat Engineer. ^^

+3 votes     reply to comment
Ahrimansiah
Ahrimansiah Nov 13 2014, 5:22am says:

well styg dont u think its kinda dumb for GDI to switch back to tanks from walker mech.... not to mention that Titans could crush light vehicles AND EVEN in role and story they are much better option for traveling in red zones due to tiberium fields and obstacles they made, beside as everyone knows titans are iconic units of GDI! removing them is like following the path of EA xD
but about wolverin, yeah they are cool, i like to see them... but not really needed since we have APC.
btw i have a suggestion can you make reapers to auto use their webshot against infantry like confessor grenades? it will make it much more useful also increase the speed of webshot missile object

+2 votes     reply to comment
AlfredoTheSpectre
AlfredoTheSpectre Nov 13 2014, 1:30pm replied:

I agree with you. Lorewise it's because the Titans have vulnerable legs and are to expensive to maintain.

But then completely switching back to tanks? Nod addressed this problem better, they use tanks and walkers (Avatar) simultaneously.

Screw that APC! If Stygs would made Wolverines, the transport solution would be the Hammerhead, done!

My wishes are:

1.Predator changed to Titan
2.APC changed to Wolverine
3.Juggernaut (yeah I know he's the successor) changed to Behemoth

Because this mod is for FUN, not to address the story of TW!

+3 votes     reply to comment
Stygs Creator
Stygs Nov 19 2014, 5:57am replied:

Sorry, but the point of this mod is to improve TW and add to the factions, not remake the GDI arsenal.

+1 vote   reply to comment
Ahrimansiah
Ahrimansiah Nov 20 2014, 5:25pm replied:

WHY stgs... tell me why?!! why do u hate titans so much? its not like they wanted to born this way xD

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Nov 15 2014, 4:19am replied:

i do agree if its going to choose a role path TS is much better than EA TW, also westwood was going to remove titans BUT add new Mechs for GDI before their fall, sad their ideas never saw the light.
styg once told me the reason for removing titan and wolverin was because they were used in all other mods, but ever asked why? because vehicle vs mech = vehicle sux! why not use a unit/model that everyone do love? and make the mod even better and more cool!
ppl fight each other with guns, no one go with stick against gun because gun is overused :P

+3 votes     reply to comment
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Platform
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Thundermods.net
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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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