The First Tiberian War (TFTW) converts C&C Generals: Zero Hour into the original C&C. We aim to make it as close TD as we can using the generals engine and subsequently recreate the passion and enthrillment of the first comand and conquer.

This modification will try to recreate the original gameplay and feel of the original C&C in an extended 3D environment by making a more detailed interpretation of the original ingame C&C universe and using some of the environments as depicted in the original C&C action scenes as inspiration. Generally we are expanding on the original C&C terrain theatres.

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

TFTW is back!

News 5 comments

Sorry for being quite dormant for a while, seen as I've been extremely busy both education and career wise for the last year and a half we simply didn't have the time to update everyone on the progress of the mod. Faced with having to cut down on the time spent working on the mod we had let news updates suffer rather than mod progress.

Anyway, now that things have freed up a little, I've taken the opportunity to upload a few new screenshots, since the last version we've focused heavily on the quality of the mod, some of the environment (new textures etc), and the interface functionality. By far the most prominant feature of the upcoming version of TFTW will be the interface.

The new interface, in trying to implement a classical C&C 'access everywhere' feature, is based on a RA2/C&C3 interface, that is, a primary selected barracks can be accessed through the infantry tab, a primary selected Warfactory can be accessed through the warfactory tab, etc etc. You can still build units from several production buildings simultaineously, like in C&C 3, however you can only have a shortcut to one production building in each class (this includes if you have the equivelent unit class production buildings from both sides).

In addition, the new interface allows the player to skip through the classic C&C music tracks with a next and previous feature.

Various other improvements made will be elaborated on at a later date.

The site is up

News

enjoy :D

Move

News

We have moved CnC-Source. Our forums are there now, and a new site will be there soon. Forums:

New TFTW Images Added

News

Weeeeell i have updated then image gallery with some new beta 0.1 pics for u all to gaze at in wonder! Enjoy =)

Mods of 2004

Mods of 2004

Feature 75 comments

After 2 months, 8 thousand votes and 1.4 million mod profile visitors, the 2004 Golden Spanner Mod of the Year Awards have been decided, by you the visitors...

Add file RSS Files

The 1st Tiberian War

Full Version 14 comments

This is version 1.5 of Tiberium war 1. Hope ya like it everyone!

Post comment Comments  (40 - 50 of 185)
Jester401
Jester401 - - 85 comments

Right, the engine won't let the orginal conyard take in. But would it be possible to place a building on the map from the conyard....and not be able to build anything untill that building is complete? and have a build radius?

Reply Good karma Bad karma+1 vote
Waraddict
Waraddict - - 12 comments

Well, a perfect Conyard system is infact impossible with the Generals engine, we did get as close as having area limited building, but the structures still built up on the map rather than on the sidebar. The problem with that though was that it conflicted with the AI.

Reply Good karma Bad karma+1 vote
Jester401
Jester401 - - 85 comments

can always try and code in a con yard sysytem. not immpossible.

Reply Good karma Bad karma+1 vote
Waraddict
Waraddict - - 12 comments

We still use the Dozer method, but in a different way to Generals. Now you can only have one dozer, and its free to replace (does take time though). The dozer is also accessible through a shortcut on the sidebar. We're looking into edging away from this system gradually, bit by bit, to something more similar to the classic C&C way. Originally we had some pretty radical solutions being worked on but they excluded working AI.

Reply Good karma Bad karma+1 vote
HANDofKANE
HANDofKANE - - 219 comments

Do you use a dozer or classic CnC Build method?

Reply Good karma Bad karma+1 vote
Mars_3K
Mars_3K - - 729 comments

Waraddict, thanks for still persevering with this one after all this time. The finished product ought to be a lot of fun :)

Reply Good karma Bad karma+1 vote
Jester401
Jester401 - - 85 comments

It may not be ALL that, but bear in mind that this mod is not 100% complete. ;) If it were released I could understand complaining but it's a beta. Give the makers some time, it will come out with a good AI once they fix all the major codeing and more immportant stuff. If you want that big of a challenge right now then play online.

Reply Good karma Bad karma+1 vote
Waraddict
Waraddict - - 12 comments

The Screenshots I posted depict a GDI Human vs Nod AI game, as you can at least tell from those shots that the AI IS working, as for the quality of the AI, its sneaky, it followed a Mammoth with a stealth tank even though the Mammoth wasn't going near its base. There are still some odd bugs with the AI, but they're mainly map specific, nothing a bit of map testing cant fix.

One things for sure, we're not going to release the mod with any of the serious lagging issues as before, they're not acceptable, they make the game unplayable. The previous lagging issues were related to map specific AI issues and the tiberium code, and we're looking after both.

As for the building models, they're in the process of being replaced.

Reply Good karma Bad karma+1 vote
CB_12345
CB_12345 - - 104 comments

Actully we have every right to moan.. if the AI doesnt work the mod is usless.. >_>

Reply Good karma Bad karma+1 vote
elv3n
elv3n - - 1 comments

C'mon guys, these guys have worked seriously hard on this.

Lets give them some credit, so the ai isnt "all that" but if it that bad guys, you come up with better, im not flaming here guys but give them some slack!

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:

X