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Hello everybody. I apologize for the radio silence since December, I decided to take a break from modding so progression has stood still, somewhat. I also decided to (permanently) delete my Facebook account just before Xmas too, so there has been little to no activity on the Twisted Insurrection Facebook page as a result, however, it is still being updated and maintained by other staff members today so that's no longer a concern.

Today I would like to proudly announce that we are working on a new public update, Version 0.7 which will be ready towards the start of May (assuming we don't hit any unexpected delays). While it will not be as large an update as the 0.5 to 0.6 bridge was, this update will contain a large number of important changes and fixes with enough new content to merit a full release. The change-log thus far is as follows:

Added: New Track: Killing Fields [Frank Klepacki Remix]
Added: New Track: Tibby & Noddy
Added: New Track: In Flames
Added: Applied some new loading screen variants
Added: Logic for supporting custom map previews in Client
Added: Applied a hack that ignores multi-engineer for tech / capturable structures
Added: Applied a hack so that units can no longer gain veterancy from killing friendly units
Added: Applied a hack so that structures and units with Trainable=no no longer gain veterancy from crates
Added: Applied a hack so that aircraft can be repaired on all repair bays instead of just one
Added: Applied a hack to add new EMPImmune flag
Added: New Pebble LAT for Grass terrain
Added: New Dark Grass LAT for Grass terrain
Added: New Multiplayer map: [2] Big Little Lake
Added: New Multiplayer map: [2] Industrial Strength
Added: New Multiplayer map: [2] Siege Rush
Added: New Multiplayer map: [4] Mental Malice
Added: New Multiplayer map: [4] Offense Defense
Added: New Paved Roads Images
Added: New Paved Roads Slopes Images
Added: New Paved Roads Bits Images
Added: New Paved Roads Ends Images
Added: New Paved Roads Corners Images
Added: New Paved Roads Additions Images
Added: New Paved Roads Fix Images
Added: New Paved Roads Bridge Images
Added: New Airstrip Images
Added: New Landing Pads Images
Added: Updated Bridge Sprites to use new roads
Added: New Landing Craft Image
Fixed: Several bugs in the Client code, updated to latest version
Fixed: Removed several redundant tags from units in Rules.ini
Fixed: Air transports can no longer deploy on helipads
Fixed: Players cannot ready themselves with an invalid map anymore
Fixed: Repaired some UI issues with the Client
Fixed: SpriteFont crash when hovering over hosted games no longer happens
Fixed: GDI AI no longer uses the random missing cameo when construction yard is viewed in spectator mode
Fixed: Dawn harvesters no longer have unloading image glitch in Nod Mission 03 and GDI Mission 03 B
Fixed: Unloading harvesters can no longer be acquired via crates (oversight whilst adding new unloading entries in last update)
Fixed: Units no longer get stuck on chain link fence on Nod Mission 08: Zero Gravity
Fixed: Repair Bay uses correct image in abandoned base on Nod Mission 14: Compulsions
Fixed: Nod Incinerators no longer explode violently when Tiberium Resistant Infantry is checked
Fixed: Railgun Commandos no longer move faster whilst under fire
Fixed: Fixed a tiling error under a bridge on [6] Unrepent
Fixed: Changed terraintype on a few terrain tiles
Fixed: Added Trainable=no to several units without weapons
Fixed: Added missing deployment sound to Nod Radar
Fixed: Ban function once again works properly in client CNCNet menu
Fixed: Water wakes no longer show through ships
Fixed: Buildable Props now use BaseNormal=no
Fixed: Numerous AI fixes and changes
----- Rebalanced Hard GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Hard Nod AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Medium GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Medium Nod AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Easy GDI AI trigger Techlevels to obey used units' Techlevels
----- Rebalanced Easy Nod AI trigger Techlevels to obey used units' Techlevels
----- Fixed issue that several Easy AI triggers used secondary teams
Changed: Client music changed to Necrofunk [Menu Mix]
Changed: Reduced crate effect radius to 3 cells (was 5)
Changed: Increased range of Nod Hornet weaponry by 2
Changed: Re-wrote briefing for Twisted Dawn Nod Mission 05: Warthog Hunt
Changed: Improved opening relay hint triggers on Nod Mission 08: Zero Gravity
Changed: Removed Insignificant=yes from a bunch of units that used it (relic from years ago, no longer necessary)
Changed: CnCNet game list is now sorted
Changed: Venom Walkers are now immune to EMP Effects
Changed: Mammoth Walkers are now immune to EMP Effects
Changed: Talos Walkers are now immune to EMP Effects
Changed: Several mutations are now immune to EMP Effects
Changed: Demolition Drone and Core Reactor explosions effects wider area
Changed: Doomsday Renewed track renamed to Cataclysm

Alongside these changes, we aim to include more significant additions such as many more campaign missions (namely for GloboTech or the Twisted Dawn timeline), improve some older graphics, fix numerous bugs that have been reported, expand upon the soundtrack further and perhaps add some new units. We would also like to include a basic start to a new Snow/Arctic theater, as it has been a heavily requested feature over the many years of our development cycle. We have a good start already, so the groundwork has been laid out.

A big wall of text isn't exciting, I know, so here are a couple of new additions to the Twisted Insurrection OST for you to check out in the mean time. Expanding upon the more "atmospheric" and "twisted" part of our OST.

Thank you everybody for taking the time to read the news post. Once again I apologize profusely for the silence over the course of time, I can appreciate how frustrating it is when work on an update has suddenly just seemingly stopped, but in our case I assure you that hasn't happened, we just took a long break is all. We'll keep you posted on all new updates as they come. Take care!

Obligatory: Twisted Insurrection Will Never Die!

Follow us around the web!
Killing Fields [Frank Klepacki Remix]

Killing Fields [Frank Klepacki Remix]

News 15 comments

We are thrilled to announce that the man himself, Frank Klepacki, has once again contributed to our original soundtrack. Check it out!

Twisted Insurrection: Version 0.6.5 Released

Twisted Insurrection: Version 0.6.5 Released

News 12 comments

Since the release of 0.6, we've had some major improvements done to the mod and engine overall, check out the update for more information!

Twisted Insurrection 0.6 Has Been Released

Twisted Insurrection 0.6 Has Been Released

News 6 comments

We have released Twisted Insurrection 0.6 and Volume 6 of our original soundtrack featuring Frank Klepacki. Read the article for links and more information...

October Newscast

October Newscast

News 16 comments

Lots of work has been done this month in the graphical and mapping departments of Twisted Insurrection, check out the update for what has been happening...

RSS Files
Twisted Insurrection 0.6

Twisted Insurrection 0.6

Full Version 51 comments

Instructions: Download ZIP, Extract containing folder anywhere on your computer, run TI_Launcher.exe with Administrator privileges to set up and play.

Twisted Insurrection OST [Volume 6]

Twisted Insurrection OST [Volume 6]

Music 11 comments

The complete Twisted Insurrection Original Soundtrack in MP3 format.

Comments  (0 - 10 of 3,331)

Serai t'il possible de rajouter comme option... comme les autres jeux... la possibilite de laisser l'IA fabriquer des maps ou soit choisir nous-meme la grandeur de la map et autre items. Merci
PS Vous avex réusi a faire mieux que les jeux originaux de Command& Conquer... BRAVO

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ErastusMercy Creator

Merci, nous apprécions le compliment. La génération de cartes aléatoires n'est malheureusement pas possible car nos nouveaux ajouts au sol l'ont brisée. Mais nous fournissons un éditeur de carte manuel si vous voulez créer vos propres cartes.

Je m'excuse si cela est sorti comme un non-sens j'ai utilisé Google traduire.

I apologise if this came out as nonsense, I used Google translate.

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hey man,when i start the mission,it says An exception occurred in the calling target,what should i do?THIS IS ******* HURRY!!!!!!!!

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I would love to see TI motion comic. :)

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There is a problem with the airforce in this marvelous mod. In military there are 3 types of war jets fighter, bomber and multirole(ofcourse there are some subtypes like close air support etc.)
As i experienced a-10 warthogs are the only good aircraft making its job at its best.Nod interceptors in my opinion a great failure becouse they can't hit moving targets and bansee bomber's bombing run range is quite useless on moving targets (it can still do a decent job on structures but in terms of damage still a bad choice)
In my opinion Nod needs a jet which can do the same job with warthogs (speed values can be different, armor values can be different, it can spread tiberium gas etc) or simply interceptors should be able to hit what they hit on move. Same goes for gdi too. In TI timeline every wepon is upgraded but Gdi still using a basic helicopter(orca fighter) and Nod's air power is useles for taking moving ground targets.
Best Regards

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hmmm maybe we are not good enough at TI but i kinda do share the same thoughts! i do disagree on the aircrafts being weak! couple of them can actually wipe ur raid squad out if u dont have proper anti air units, but while aircrafts are strong they are completely useless against anti air craft defense or units! couple of this types can wipe them out without a scratch, i wish aircrafts had better range and faster projectile, they are already hard enough to handle due to single helipad system and no attack-move command

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The thing is yes aircrafts damage is not so bad, but they are inaccurate and yes aa is shreading them in an instance.I think the a-10 s are the answer for all the aircraft problem, they are accurate they hit so good they are really fast, we just need aircrafts with the same qualities of warthog plus different skills like spilling tiberium, napalm etc...

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Rampastring Creator

Have you played online against other human players? Aircraft (including Banshee Interceptors and Orcas) is often used in PvP games among the staff. They can be quite powerful if used right.

Anti-aircraft defenses are also meant to be the counter to aircraft, the key to using aircraft is finding vulnerable spots in the enemy's AA defenses and attacking there. For example, attack harvesters, or if the enemy has AA defenses in some part of their base, attack a structure on the other side of the base while using the aircrafts' speed and ability of avoiding all terrain blocks to avoid the AA defenses.

Of course, the AI tends to spam AA defenses all over its base, so aircraft isn't very useful against the AI. But they can be very powerful against human players.

The helipad system actually makes aircraft somewhat more useful. Helipads are cheap to produce, and they give the same multiple-factory-production-speed boost as all other factories. So if you build for example 10 helipads, you can build any type of aircraft in just a couple of seconds. If you have access to many tiberium fields, you can quickly use all your money and generate a huge army of aircraft in just a few seconds.

Reply Good karma+2 votes

hmm nah my opinion and suggestions are based on playing againt AI

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They miss moving targets! Thats the biggest problem.

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Highest Rated (27 agree) 10/10

A really stunnning mod for the new graphical power alone. What the team had to do to make Tiberian Sun comply with these new effects, I don't even want to know, because it most likely has to involve human sacrifice. Cities look like what was promised before the release of TS by Westwood and the Tiberium lifeforms are as strange and varied as they should have been, even outdoing Firestorm's alien feeling. A few times I thought the units needed more balancing, but overall, every unit feels like it…

Jul 20 2011 by GrimSheeper


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