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!
Overall a wicked mod, just a couple bugs to report:
-Shock troopers can't be absorbed by the Hexapod, even when out of cover.
-The Redeemers rage generator is broken, big time.
-The Mastodon's railguns are pretty inaccurate.
-The Zone trooper drop toggle is broken.
-Railgun and laser animations don't show up on occasion.
-Corrupter's healing ability doesn't work (not sure if its a bug).
Thats it for bugs, now a couple of suggestions.
-Maybe add the ceramic armor upgrade, the Hammerhead armor is pretty weak.
-Maybe add the AP ammo upgrade.
Latest version is great overall, but I've had a seen a few bugs in specific areas. The Mastodon walker occasionally targets the ground next to its target rather than the target itself, leading to alot of wasted shots. The Zone Trooper drop power, which is apparently supposed to be switchable between troopers and raiders, is glitched and the toggle buttons don't seem to work. GDI's missile squads don't have the laser rockets ability anymore, and I find no mention of it being removed in the change log, so I'm assuming its a bug.
I like testing mods through the campaign.
So far it's pretty good.
It would be great to have the main modders combined the best aspects of all them together.
In example... the Sys mod/KWReloaded/TibWarsAdvanced/The Forgotten.
This is only a few.
It would add more veriety with more units.