Tiberium Wars Advanceds main goal is simply to improve the overall gameplay to make the game more fun and more interesting and maybe bring back some things from Tiberian Sun while changing the gameplay to a slower pace and less unit spam. Thus TWA contains a lot of balance changes, new unit abilities, upgrades and later on its also intended to add some new units.

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8 comments by Stygs on Aug 31st, 2009 digg this super bookmark


Modeler Golan has redesigned Nod's trusty Scorpion Tank - besides being issued a brand new Laser cannon, both weapons were moved and are now positioned directly at the back of the turret. Additionally, some smaller changes have been made to the model (e.g. new treads) and the tank was resized to better fit with other units' scale.

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Another creation of Golan is GDI's newest plaything, the V38 Bison. Being the result of several enhancements to the earlier V35 Ox design, the Bison is capable of lifting even the most heaviest cargoes, including the mighty Mammoth Tank or even two smaller vehicles if the need arises. The specialized cargo claw also doesn't allow mounting the infantry carrier module of its smaller cousin, however APCs are compatible.
Due to the heavy engines and special frame, the Bison sports only little armor though and should be carefully deployed to avoid enemy fire.

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To keep things fair (never mind the Scrin...) Nod also gets something new to play with: The Tiberium Trooper. Similar to the ones seen in KANE'S WRATH, these soldiers fire a highly toxic mixture of various tiberium compounds that quickly dissolve all kinds of armor - contrary to their brothers used by the Marked of Kane, the Tiberium Troopers are primarily designed for fighting armored vehicles and support other infantry.

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Additionally, the trails of all missiles have been changed - GDI and Nod now each have their own distinctive effects. While GDI uses high-powered conventional propellants, Nod relies on Tiberium-based compounds. Note that all of these changes are purely graphical in nature and will not affect the performance of the missiles in any way.

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Scrin doesn't feature many new elements, instead their unit balance has been improved and some effects were replaced. Shocktroopers are now equipped with pulse cannons before their upgrade, Tripods and Devourers show a distinctive effect when absorbing Tiberium to power their weapons.

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Tiberium Wars Advanced 1.52

Tiberium Wars Advanced 1.52

Aug 22, 2008 Full Version 20 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

Tiberium Wars Advanced 1.41

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

Tiberium Wars Advanced 1.3

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.

Comments  (40 - 50 of 287)
The_Chemical_Brother
The_Chemical_Brother Sep 16 2009, 8:28am says:

Dont say that this mod is dead!!

0 votes     reply to comment
CommanderJC
CommanderJC Sep 3 2009, 4:45pm says:

Looks like this mod is far from finished for a next release date.

0 votes     reply to comment
-Golan-
-Golan- Sep 19 2009, 4:40pm replied:

Please be patient, the modular game design we are using can lead to unexpected delays... well, expected ones too.

+2 votes     reply to comment
The_Chemical_Brother
The_Chemical_Brother Sep 1 2009, 10:39am says:

Do you guys gona put the remake titan (in -Golan- profile is the picture) to this mod?
LINK:
Moddb.com

+2 votes     reply to comment
ShEsHy
ShEsHy Sep 1 2009, 2:03am says:

OK, I've got a problem... I don't have a mod folder in Documents. I'm running Vista x64 and C'n'C 3: TW Kane Edition. Does anyone know where the mod folder should be if there is one?

+1 vote     reply to comment
-Golan-
-Golan- Sep 1 2009, 3:38am replied:

The mod folder should be located here:
C:\Users\[Your user name]\Documents\Command & Conquer 3 Tiberium Wars\Mods

If it doesn't exist, simply create it yourself.

+2 votes     reply to comment
Feillyne
Feillyne Aug 31 2009, 8:08pm says:

At last! Does it mean that we can expect another release soon? :-D

+2 votes     reply to comment
ribot1980
ribot1980 Aug 31 2009, 4:28pm says:

Really Nice Update !!!
i hope u will rethink ur retirement...

Greetz Rib

+2 votes     reply to comment
The_Chemical_Brother
The_Chemical_Brother Aug 31 2009, 12:12pm says:

What you think about:
-scorpions doesn't lose the main gun after the laser upgrade
-to put the old predator back so you can build both (the old and the new from your mod)
-to make navy (battleships, aircraft carriers, howercrafts ...)

+1 vote     reply to comment
-Golan-
-Golan- Sep 1 2009, 3:36am replied:

-The new Scorpion design is no longer compatible with this, also there's really no sense in doing so. It would only make the Scorp horribly overpowered.
-The old and new ones are functionally the same, it's only a skin change. Putting the old one in again would create unnecessary redundancy. Besides, its design isn't well liked by the team.
-Naval units don't work properly in TW, besides they don't fit the Tiberium universe seeing all the stuff that happened in TS:FS.

+2 votes     reply to comment
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Platform
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Developer
Thundermods.net
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Release Date
Released Aug 22, 2008
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Real Time Strategy
Theme
War
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