Description

Due to time contraints, there isnt much new here, just some more tools for CABAL.

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Tiberium Wars Advanced 1.8 (Beta 8) [Outdated version]
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Iona401
Iona401 - - 5 comments

Game keeps crashing during startup, but it works fine on 1.72

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Steamroller99
Steamroller99 - - 314 comments

Yeah it crashes for me too I have no idea what's causing it to crash the 1.8 (beta 7) works fine too this one just instantly crashes

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MyNamezJeff
MyNamezJeff - - 11 comments

Did either of you figure out this issue? I'm having the same problem.

Edit: same as both comments above where 1.72 works but 1.8 does not. using the Bibber game launcher for Ultimate Collection on Origin.

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Gallade
Gallade - - 341 comments

Thank you so much as always for this awesome mod! Definitely my fav for this game!

In terms of suggestions, would it be possible to look into an upgrade for the Nod Shredder Turrets? Compared to the GDI Watchtower which gets AP Ammo they feel very ineffective.

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Steamroller99
Steamroller99 - - 314 comments

Oh, YEAAH an update! Will you also add new models for the forgotten faction? If not do you think you can borrow some in Tiberium Essence? Just curious for the next update you don't have to reply xD

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Guest
Guest - - 692,173 comments

How do i install and run this mod when it is downloaded as a .rar padnote?

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Mr.valenok
Mr.valenok - - 9 comments

мой любимый мод) но все же отмечу что у забытых очень не лорно выглядит мсц и некоторые юниты)

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AgeOfEmpire
AgeOfEmpire - - 1 comments

Sorry Man... I know you did your very best with it all...
I love the mod with all it's units....

BUT! Man it's so lacking on a few fronts, it just makes it really frustrating instead of fun...

For example:
1) I build my base on top of a hill... But Yet my missile squat can't shoot down....
2) I select Turtle as strategy for AI... Yet it still get walled in a short time.

3) Slowing down gamespeed doesn't help... It just makes the game go really slow instead of spreading out the development time of the enemy and it's units...

Man I tried everything... And after the 6th time to find out that the mod is too much lacking.... That's just makes me ******!

Sorry man!

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HCLamar
HCLamar - - 2 comments

This MOD is briliant,it's one of the best mod so far.Really appreciate your work.

But one thing really fraustrating is that why is it necessary to let the Forgotten have the artillery at the very beginning of the game?Its fire power is insane,I think it's even greater than the Jaggernaut.I've been playing with brutal AI for a couple of weeks now,those artillery tanks are tearing through everything.
It may not be so devastating in an 1v1 scenario,but if it's a 2v2 match,they are unstoppable.It's clearly a tier3 unit

Another minor grunt is that why APCs and Buggies lose their anti-air capability,the best thing about these two units is that they can shoot everything.I've checked previous version of the mod and I noticed that this isn't a recent change.But in this version,the Cabal and the Forgotten can shoot aircraft with their tier 1 anti-inventry vehicles,that's not really fair.

Anyway,I really love all the other things,such as GDI can rescue pilot;new predetor model;Nod inventry with 2nd TW uniform;flying nod commando;Nod reapers;and the Cabal,etc.
This mod is so good,I dont think I can go back to the original game anymore.

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Stygs Author
Stygs - - 346 comments

Ohh, the arty beeing a T1 unit is actually a leftover from debugging the AI, I completly forgot to set it back to its old requirement. Will be fixed in the future!

Regarding T1 units: I agreed that it is kinda unfair that CABAL/Forgotten gun units can shoot air. However, I am still not happy with the unit rooster for these factions, so changes are something might change in the future.

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