Hey all, welcome to the Tiberium Wars: Firestorm mod page! This mod is a Tiberium Wars port of my previous KW mod: Tiberium Insanity. I hope you guys enjoy! Each faction has new units and abilities, many many new upgrades, and alot of atmospheric changes including new maps included in the mod, new music and more! Faction Themes: GDI is a mix between TS style and ZOCOM style (They have railguns and sonic weaponry) Nod is a mix of Cyborgs and Flame and Laser weaponry. They also utilize some Tiberium weapons and stealth, and most of their arsenal deals burn damage/damage over time. Scrin on the other hand is mainly focused on Ion and Tiberium Weaponry. All thier units and Structures benefit from Tiberium, and they all heal from it. Good luck playing this mod Commander.

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Mod Info

News 1 comment

Hello all and welcome to Tiberium Wars Firestorm Mod Page!

First of all, this mod is a port of my previous KW mod: Tiberium Insanity, and is a continuation of its last version
There are a few things I would like to point out: some units/upgrades act differently than KW and that's why some things seem different:

  • Reckoners (and any other transport unit with more than 1 garrison slot) are bugged in TW, and that's why they only have 1 garrison slot when undeployed
  • Hammerheads (mainly transport aircraft) act differently than in KW. You will find that when infantry is ordered to garrison into the transport, instead of the transport moving towards the unit, it just drops down and waits on the ground for the infantry to garrison it. And another thing, when ordering a unit to garrison the hammerhead, but halfway through the order is canceled, that hammerhead will stop accepting garrisons and act as if it already has infantry inside of it
  • MARV harvesting doesn't work in TW, same thing for Eradicator Hexapod gaining money from kills (Recyclotron system)
  • Laser Fencing/Sonic Repulsion Field/Ion Shields upgrade only grants an armor bonus in TW. Preventing C4 charges and engineer captures seems to be only a KW thing
  • Mechapede functions are only KW. That's why they are a mind-controlling unit here. (For that I removed Cultists)
  • Production structures can only have 1 training animation (and that's also why Redeemer's training animation isn't as cool as KW)
  • Shadow teams deploying artillery beacons isn't exactly like KW, (all the members deploy the beacons instead of just 1 member) (and any other infantry squad that has an ability)

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Despite these changes, I hope you guys will enjoy this mod!

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Firestorm 1.8 Update

Firestorm 1.8 Update

News 21 comments

After 2 years, the next version of Firestorm is almost ready, and with it comes a massive amount of new content and features!

Next version of Firestorm

Next version of Firestorm

News 18 comments

The long wait is over, and the next update of this mod is here! (version 1.65)

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Firestorm 1.8

Firestorm 1.8

Full Version 23 comments

A new version of Firestorm! It's been ages since the last release, I hope you guys enjoy playing! If anyone wonders why the edited campaign maps have...

Firestorm 1.7

Firestorm 1.7

Full Version 43 comments

The long-awaited v1.7 of Firestorm is here! I hope you guys enjoy! To unpack the mod, extract the contents of the campaign maps in C:\Users\(Username)\AppData\Roaming\Command...

Firestorm 1.65

Firestorm 1.65

Full Version 51 comments

The long wait is over and the new version of Firestorm is here! Hope you guys enjoy! To unpack the mod, extract the contents of the campaign maps in C:\Users\(Username)\AppData\Roaming\Command...

FireStorm 1.55

FireStorm 1.55

Patch 23 comments

A new version! This is mainly an AI hotfix update. There are also a few balance changes/fixes, but the main changes are to the AI and some maps. (Hopefully...

FireStorm V1.5

FireStorm V1.5

Full Version

After a long wait, the new version of Firestorm is here! This version offers more bug fixing and balancing, a fully edited Nod and Scrin campaign, new...

FireStorm V1.4

FireStorm V1.4

Full Version 26 comments

A new version is finally out! - It has been a while since the last release, though a lot of balancing and bug fixing has been made - I hope you all enjoy...

Post comment Comments  (0 - 10 of 267)
Edna1
Edna1 - - 1,622 comments

So update from playing firestorm and using the campaign addon

IS so much fun, jesus my gdi campaign is a blast thanks for the mod

Really easing off the wait for tiberium essence

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Navy5EAL
Navy5EAL - - 91 comments

Nod first mission impossible to complete. Wall to strong or sucide bombers to weak.

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daytor
daytor - - 113 comments

Campaign maps aren't still optimized for the mod.

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Navy5EAL
Navy5EAL - - 91 comments

aa ok

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makisroditis
makisroditis - - 5 comments

hello does the mod have a discord server?

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daytor
daytor - - 113 comments

Yes, Discord.gg

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Guest
Guest - - 695,368 comments

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NIKI87
NIKI87 - - 490 comments

It seems that this mod increases the health of structures significantly, which makes the first mission for NOD impossible, you must destroy a wall with a unit of fanatics but because the wall health is so damn high, it can't be destroyed, fanatics charge the wall and sui bomb it but only bring down a fraction of it's health so i get automatic mission failed.

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daytor
daytor - - 113 comments

Wait for the new version of the campaign maps for 1.8

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Qsfff
Qsfff - - 2 comments

I have same issue, this mission locks entire NOD campain

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Tatalles
Tatalles - - 54 comments

This mod has a patch for the campaign, go on addons.

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