The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

PvP-oriented mod for C&C3 Tiberium Wars. It doesn't work in skirmish and singleplayer campaign.


Also, its "tactical" edition - TAltTW - is here now. Place your command center somewhere in your corner of the map - and units are available to you as reinforcements, though you still have to build (very few) additional structures to use more powerful units. All units remain the same, but i think they should be rebalanced for this "mode". Superweapons were removed because i couldn't decide how to balance them properly, but they most likely will come back.


It's goal (in this version) is to bring following changes to the game:
- player's ability to teleport units and structures is restricted;
- there are less possibilities to instantly deal lots of damage with support powers or unit abilities;
- effective play doesn't depend on player's capability to build 6 refineries/factories per minute;
- GDI/Nod infantry is modified to feel more natural;
- many units are rebalanced to make them (and other units) more unique and useful;
- a few units were imported from Kane's Wrath to fill empty roles and diversify gameplay;
- economy is changed to slightly reduce number of vehicles and turrets in battle to favor use of infantry(?).

I can roughly describe this gameplay as close to the gameplay of Red Alert 3 (except for things that only exist in this mod), but with some differences:
a) each faction has the same construction mechanic (of Allies);
b) there's still no water gameplay;
c) mining still works as in C&C 3, though its speed is decreased to be closer to RA3's mining speed;
d) cost and training time of infantry is still of C&C 3 (both were increased in RA3);
e) Scrin infantry still moves quickly (for additional cost), comes in squads, and doesn't have an APC.
I didn't plan it to be like this, just found it out some time ago, and it's a mystery for me why many ideas that were implemented in RA3 weren't used in C&C 3, as for me they seem to be better.

Main changes:
1. Construction mechanics and other related to base structures:
Crane removed; only ConYard and Outpost have build radius; repair command turned off - replaced with auto-repair (stops working when structure takes damage, requires purchasing - for non-turrets); structures don't spawn infantry units when sold or destroyed; MCV cost increased; Engineers cannot momentarily repair base structures and capture enemy base structures, instead now they can quickly destroy Power Plants).

2. Some support powers and upgrades removed or rebalanced:
Support powers that are too powerful (such as Catalyst missile - can't be dodged/shot down and deals lethal damage) and/or lazy (Shadow team spawn - simply spawns units); upgrades that are unnecessary or too powerful.

3. Imported from KW:
GDI: Titan, Slingshot (Anti-air), Zone Raider;
Nod: Reckoner, Tiberium trooper, Confessor (voice), Awakened.
Scrin: Cultist.

4. Rebalanced units:
Rig: made in ConYard, decreased speed, unpacks only once;
Mammoth tank: increased damage (doesn't require upgrade);
Firehawk: teleportation upgrade removed;
Zone Trooper: no jetpack, health doubled, can attack air units;
Zone Raider: no jetpack, missiles only attack ground units;
Beam cannon: Anti-Air unit (can't attack ground);
Stealth tank: can't attack air units, more HP;
Venom (now Harpy): limited by landing pads, more damage, model from mod Tiberium Essence by Carnius;
Confessor Cabal: made a separate unit;
Shadow: now the Nod commando, explosive charge replaced with hack (deactivates structure for some time);
Tiberium trooper: deals damage to armor;
Fanatic: appears at the Monument of Kane, very low cost but long training time;
Awakened: uses both machinegun and beam weapon, can attack air units;
Corrupter: can't heal vehicles, attack slows down units, decreased cost/build time;
Mastermind: only steals tech structures;
GDI/Nod rifleman: have more HP and deal more damage;
All Commandos: not limited to 1, not overpowered, decreased cost/training time.

5. Infantry changes. If second idea won't work or won't be fun, i'll get rid of it:
a) GDI/Nod soldiers have reduced speed to match animations, squads are replaced with single soldiers, foxhole and APCs have more seats.
b) Increased cost of vehicles/aircrafts/turrets (x1.5) to decrease their numbers in matches compared to infantry.


Q: What's with Singleplayer Campaign?
A: Never meant to do anything with it. It's about the story, not pvp, i don't even know how i affected it.

Q: What's with Skirmish?
A: With changes that i applied AI doesn't work properly. I know if i would dive into AI modding and make it work, my mod could attract more players, but i can't make myself do it because i played skirmish too much in the past and lost interest in it. Now i'm only interested in PvP.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
Tactical AltTW v0.2

Tactical AltTW v0.2

Demo

"Tactical" edition of my AltTW mod, version 0.2. Multiplayer only.

AltTW+ 0.832

AltTW+ 0.832

Demo

Version 0.832. Changes: imported Awakened and Monument of Kane (makes Fanatics); different balance changes. Find me on Discord to play with me (link to...

Post comment Comments
VRAlfons
VRAlfons - - 157 comments

I love the added KW units without much hassle around the core of the mod. The single infantry units are a nice touch and make it more fun, like in C&C Zero Hour. But its sad that it doesn't work in the campaign (of course I tried, failed at the 1st GDI mission which requires 3 Riflemen to be trained).

Would it be possible to make a version of this mod without the skirmish focus, but added KW units, single infantry units and campaign compability?
I like the simplicity, but would love to play the campaign with it.

Reply Good karma Bad karma+1 vote
Mr.valenok
Mr.valenok - - 9 comments

жаль боты не играбельны( и кто нибудь пожалуйста поменяйте анимацию стрельыб у стрелков но) а то они похоже на наркоманов) стреляют с одной руки и неестественно выгибаются

Reply Good karma Bad karma+1 vote
daytor
daytor - - 107 comments

Nice little mod. Btw, you could open a discord server instead of just using your personal profile.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

You may also like
Command & Conquer: Mystery of Arca

Command & Conquer: Mystery of Arca

Real Time Strategy

Year 2237: Only north half of Earth is colonised, south one is polluted, poisoned and separated by endless electromagnetic storms. Three powerful alliances...

Kane's Wrath Reloaded

Kane's Wrath Reloaded

Real Time Strategy

Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way...

Command and Conquer 3 Cabals Redemption

Command and Conquer 3 Cabals Redemption

Real Time Strategy

This is a total conversion mod for Command and Conquer 3. This would of been a KW mod but since the MOD SDK isnt released yet, we are just going to do...

Dune: Evolution

Dune: Evolution

Real Time Strategy

People say that the universe is infinite… say that it’s impossible to realize its size. But sometimes even the infinity has a place…a source of...

C&C3; Battles of the Imperium

C&C3; Battles of the Imperium

Real Time Strategy

A total conversion for C&C3; set in the universe of 40k aiming to create a blend betwen DOW and C&C. It will follow lore over tabletop where possible...

Tiberian Apocalypse

Tiberian Apocalypse

Real Time Strategy

Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and...

X