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!
can somebody help me? this is what happeds it eather says "file not found" or the file has a copy some were and it wont work. plz help me i realy want to play this MOD.
I dont know why but everytime I put new buildings and stuff into my game, the AI does not build them, even if i put them on "hard" the AI still ignores them, why does it do that?
i was wondering how do you use the a10 strike in this mod, the AI uses it but i cant find any way to use it myself as there is no generals points bar
AssasinCS told me I would find tutorials on how to create my own commandbar and put it in my game ZH, so, how do I do that??
i cant get this mod to work. the laucher comes up but when i click play it will not do it :(
Simply Put The AI Doesnt Work.
QUOTE:CrazyGoat
but it seems that the download here is the same as the one offered on your official website (the laggy one). So is this one without errors and lags, that is, is it worth downloading it again? Thank you in advance for answers, and of course, bravo for your nice work .
ANSWER:
This is the one on the website!
but it seems that the download here is the same as the one offered on your official website (the laggy one). So is this one without errors and lags, that is, is it worth downloading it again? Thank you in advance for answers, and of course, bravo for your nice work ;) .
So what's new in 1.5?
srry for doublepost but if the Nod APC an added unit cuz orangly Nod did't get an APC just letting you know :)