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.


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Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

May 10, 2012 Full Version 24 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 12 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 915)
SabretoothOrigins May 31 2015 says:

Mod is really dead? :(

+1 vote     reply to comment
redstar21 Mar 28 2015 says:

I think that based on memory (if I am correct) that the skirmish GDI commando's Rail Carbine shoots like a Zone Trooper rail gun rapidly but this makes it less capable in handling infantry as the NOD commando since the railgun is too focused on power but not firing speed making it much easier to be killed by infantry than NOD commando
Since Commandos are designed to be able to mow down infantry I think that the Rail Carbine could be set in 2 modes if possible (just like missiles targeting land or air targets)one that acts like a standard MG against infantry as the vanilla GDI commando and one that is the same as the rapid fire Zone trooper rail gun that this mod has against vehicles.
Just a suggestion based on foggy memory (Haven't play it for quite it while so I might be wrong)

+1 vote     reply to comment
userz Mar 24 2015 says:

mod offically dead

+2 votes     reply to comment
Edna1 Mar 19 2015 says:

Are you still active?

+1 vote     reply to comment
TheMasterOwl Mar 5 2015 says:

things that bother me and need to be fixed (or added)
2: add more units
3: add Mammoth mk.II
4: maybe add some cnc4 units?

+1 vote     reply to comment
vincentcois Feb 26 2015 says:

How can you made this mod ? I try to make my own with CC3_SampleArt w3x models but it not work... Can you explain me how did you do to import and use news models in game plz ? Tutorial ? Thx (Sorry for my english, i'm french)

+1 vote     reply to comment
xX(Warrior250)Xx Jan 31 2015 says:

Hey, i've played the mod.. it's good, but it causes problems within GDI's Campaign, the Grenadier squad and mutant rocketeers are useless if you can't build the structure that can buy their "weapons." other than that, the rest is working fine, and oh.. i love the Redeemer!

+1 vote     reply to comment
xX(Warrior250)Xx Feb 2 2015 replied:

Wait, nevermind about the Grenadier squad and mutant rocketeer problems, seems like my C&C3; was a bit faulty when i first tested the mod, it's working fine now.

+1 vote     reply to comment
Ahrimansiah Dec 24 2014 says:

Yo styg any news about your next release? cant wait for it :)

+1 vote     reply to comment
Deanodz Nov 24 2014 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 Dec 24 2014 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!

+2 votes     reply to comment
Threestepsfromhell Jan 27 2015 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.

0 votes     reply to comment
Stygs Creator
Stygs Jan 31 2015 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.

+2 votes   reply to comment
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Released Aug 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 by colers

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