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 21 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 894)
Guest
Guest Nov 12 2014, 7:47pm says:

This comment is currently awaiting admin approval, join now to view.

Stygs Creator
Stygs Nov 13 2014, 2:06pm replied:

Thats a small missunderstanding: I dont have to start over, I still have the (uncompiled) source files for the current version (1.73).
However, I dont have the sources for any of the older versions.

+2 votes   reply to comment
TheIllusiveObserver
TheIllusiveObserver Nov 12 2014, 7:48pm replied:

*EDIT:

This Message was from me, but I forgot to login before posting, sorry!^^

+1 vote     reply to comment
TheIllusiveObserver
TheIllusiveObserver Nov 10 2014, 10:54am says:

I would like to see the following things built/fixed into the mod:

1.Like you've mentioned the MCV Bug (might be connected to your Bison Transport Unit) in the White House Mission to be fixed.

2.Adjusting the Damage Output of the Nod Militants, because at the AndrewAFB Mission
when your troops drop off, your barracks are already screwed and the factory is almost lost.

3.Despite your resistance to some KW-Units PLEASE make the Wolverine from KW usable, its to badass to be left behind.

4.Restore the Walking Animation of the Black Hand Squad. They look like dancing idiots when they walk.

5.I'll would greatly appreciate it, if you replace the Slingshot with the Centurion again, because the Slingshot seems to be overdesigned (c'mon four barrels?).

6.Sometimes the Temple of Nod won't fire the Nuke, despite of already being launched.

7.Maybe some Gates too? *blink*

So, uh if you read this, dear Stygs, take heart to polish this mod to its finest!!!

+3 votes     reply to comment
The_Dementor
The_Dementor Nov 11 2014, 1:12pm replied:

I don't see how the Wolverine could be useful in the game. It would have a slower speed than the APC and it can't carry infantry.

The only way I could see it being implemented would be either as a buildable unit in single player/special crate unit, or something that is available at the Mutant Hovel.

The same would also apply to the Titan as well.

0 votes     reply to comment
Stygs Creator
Stygs Nov 11 2014, 7:31pm replied:

Agreed - Titan and Wolverine are nice, but GDI doesnt really need them and I dont want to clutter the TF/ReclemHub with pointless units.

+1 vote   reply to comment
TheIllusiveObserver
TheIllusiveObserver Nov 11 2014, 2:34pm replied:

So how about replacing the Juggernaut with the Behemoth? It has the ability to carry infantry, therefore, is less vulnerable to any commandos or rocket infantry.

I would like to share my thought's if desired.

Because from all mods for TW I've seen so far, TWA changes only little details (like the cool Nod infantry) and retains the original feel.

And it would be nice if you change the predator tank model back to its original model, one user already had my thought on this:

It loses it's "Predator"-feel ;)

+1 vote     reply to comment
The_Dementor
The_Dementor Nov 11 2014, 3:28pm replied:

I'm not trying to be mean or put you down or anything like that. Sorry if it seemed that way.

I could see the Behemoth as a type of upgrade you research at the tech lab, similar to the mortars and railguns.

I would really like to see a repair vehicle for Nod. GDI has the Rig, Scrin has the Corrupter, it doesn't seem fair for Nod not to have one. Special ability could be an EMP blast(more like the Awakened EMP blast, not the buggy's) to stun enemy vehicles so it has a somewhat offensive capability.

+1 vote     reply to comment
TheIllusiveObserver
TheIllusiveObserver Nov 11 2014, 4:09pm replied:

I wasn't offended at all if you mean that ;)

The possibility to turn the Juggernaut via upgrade into a Behemoth is great! Keep that in mind at all costs!

The idea for a Nod repair vehicle sounds reasonable. But I would like to mention that Nod has stealth generators. So the drones at the factory are more than enough I think.

Is there also room for the AP Upgrade for GDI Riflemen, so in turn Nod Infantry would get some kind of laser weaponry?

I always wanted more upgrades for your forces in C&C TW (like Starcraft 2) so you have more *BANG*

+1 vote     reply to comment
Stygs Creator
Stygs Nov 11 2014, 7:40pm replied:

Well, according to the story, the juggernaught in TW is an upgrade to the behemoth, so having it the other way around seems kinda strange.

Agreed about the repair vehicle - at one point the TWA Reckoners could not deploy and instead had repair drones. I might add something like that again, but I dont think Nod really needs it atm.

I was thinking about merging AP Ammo and Tungsten Shells for GDI. Not sure about Nod - replacing all bullets with lasers seems a tad overkill.

+1 vote   reply to comment
The_Dementor
The_Dementor Nov 11 2014, 9:21pm replied:

The infantry that I could see getting the laser upgrade would be either the Awakened or making a Nod sniper unit that could rely on it. Awakened could have them since they got models for weapon upgrades. The Nod sniper team could have it to differ from the GDI sniper team if you plan to make one.

+1 vote     reply to comment
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Platform
Windows
Developer
Thundermods.net
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Release Date
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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