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.
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.
We have moved CnC-Source. Our forums are there now, and a new site will be there soon. Forums:
Weeeeell i have updated then image gallery with some new beta 0.1 pics for u all to gaze at in wonder! Enjoy =)
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...
This is version 1.5 of Tiberium war 1. Hope ya like it everyone!
So the screens are awesome, but in very low quality. As I had said a long time ago the buildings need retexturing. The Sidebar is indeed awesoe, so keep up the good work. I think that you have the new Tiberium code, so it won't be lagging.
Nice to see it back. Good job on the tabs by the way and the menu font looks better than what it was.
I fond that easy>hard some1 should go back and fix the AI
The mod is very nice, nice images, good codeing, though, I wish it had a better AI. Other than that good job.
i dnt get the point in this mod, bt it does lk gd
AfterFlash: If you want the AI to make use of a unit or structure, you need to edit the AI itself to use that unit or structure. Computer programs don't just magically 'know' you've added onto them - you've got to tell them what's been added and what to do with it, too.
im sorry the mod dont work 4 me ether i tride to get help but it never comes so just get rid of it man :(
this doesnt work! it wont launch
nice keep up the work
how do you download a mod?