Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
Honestly, this I kind of consider a landmark achievement as I've finally got them working how I want them for the most part.
The "natural" ion storm is an Ion Storm that doesn't have artificial behaviour like the C&C3; Ion Storm. It will actively strike the ground, random targets and other things nearby whilst there are no "enemies"; potentially causing damage to Tiberium and structures.
The Storm will still strike enemies that approach its area (I might attempt to randomise this a little further) but it will also lash out randomly at times as well.
I aim to pair this with an Ion Storm Generator that can provide randomised Ion-Storm coverage on maps for a more immersive experience.
The storm is currently being tested on the planetary asssault carrier, so it is friendly to the player; however there is code I can change to make it hostile to everyone it sees, which will be in the "real" natural version you will encounter in the mod.
TL;DR: This ion storm can target stuff other than "hostiles", it will target the ground and environment as well at random.