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 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 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 868)
Yetizombie Jan 24 2014, 9:07pm says:

Um I need help hear guys.When ever I play the opposing teams units have a lot of health and do a lot of damage and rifle men can destroy my base in like 30 secounds and I would like it if some one new how to fix this

+1 vote     reply to comment
Sithis44 Feb 14 2014, 11:53pm replied:

Make sure that the handicap is right in the skirmish options, its on the far right side of the screen next to team colors. Hope that helps! :)

+2 votes     reply to comment
The_Mastodon Nov 13 2013, 3:43pm says:

I have a list of things I want to suggest as well as bug/fixes I'd like done.

1. The Ravager unit for Scrin only costs 225 credits! An insanely low cost for an advanced infantry unit that can tear through infantry and vehicles alike, if I remember correctly they can even attack aircraft. A proper price for them should be something like 900 credits.

2. GDI Sonic weapons like the Sonic Emitter Tower and Shatterer should be able to damage and destroy Tiberium crystals(they currently aren't), like they're supposed to in the canon/story. Contrary, the Nod Flame weapons cut through Tiberium "like a plasma knife in Polly butter!" ahem. So making them able to damage and destroy crystals would be a nice fix.

3. The Nod Nuclear Missile should leave a radiation fallout zone behind for a time after impact, that would damage and kill infantry over time, much more quickly than leaving your infantry units in a Tiberium field.
This area would be the same size as the immediate area of effect by the missile's blast and last for something about 30-45 seconds, with proper fx of course.

4. Lastly I'd really like to see the GDI Orca and Nod Venom being able to attack other aircraft in air to air combat, simply because it would seem more realistic, they wouldn't, of course be nearly as effective as Firehawks / Wraith Fighters, but just so they could actually engage eachother when facing off. Some damage stats should be re-evaluated to fit this balance, but I think overall it would be a nice change, GDI Rocketeer Troopers should still be able to beat a venom in 1 on 1 combat, simply because they deal way more damage. But yea I'd really like to see this change.

+1 vote     reply to comment
willams1991 Sep 9 2013, 4:34pm says:

there's a bug on the GDI white house mission, the ox transport doesn't have the con yard under it, it just flies away leaving me with some troops and APC's.

+3 votes     reply to comment
Gamemaster_Fox Feb 7 2014, 4:07am replied:

Same problem with me...

+1 vote     reply to comment
narcoutic. Aug 18 2013, 8:00am says:

the AI won't use the epic unit in GDI... :(

+2 votes     reply to comment
aaqib.shehzad Jul 31 2013, 2:57pm says:

First off, this mod is brillaintly done. All of the new units have incredibily polished textures, animations and good voice overs to go with them as well. I wouldnt change a thing other than any existing balance issues. Leaving the campaign which i dont really play, there are few bugs with the multiplayer side.
When playing on LAN
2Humans vs 1-3 Brutal AI - Game is stable
2Humans vs 4 Brutals - Desync error occurs(There is no lag)
3Humans vs 2Brutals - Desync error occurs(after 10minutes)
In both scenarios the Desync always occurs, there is no random chance.
I know you must be quite busy, but it would be really awesome if u could release hotfix versions to fix the bugs, and later focus on moving the mod forward with more units/features.

+1 vote     reply to comment
alveus Jul 29 2013, 7:12am says:

is this mod dead? hasnt been updated in a while, which is a shame because this was one of my favorite mods for TW...

+1 vote     reply to comment
Gallade Aug 1 2013, 7:59am replied:

No, don't worry Stygs ad the others are still busy preparing the next version. Look at Tiberium Essence, that hasn't been updated in a while either and it is still going strong.

+4 votes     reply to comment
xanderkand Dec 1 2013, 1:18am replied:

if your Command & Conquer is not updated to 1.9 there is no 'game browser' option in the autoplay launcher. If you have the Origin version of the game there is a different launcher and no 'game browser' at all to support mods. I have read that you can mod the Origin version of the game through Desura but so far I've had no luck with that.

+1 vote     reply to comment
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Released Aug 21, 2008
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Highest Rated (3 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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