Tiberium Wars Advanced seeks to bring the game closer to its Westwood roots while also maintaining the unique new flavor that Tiberium Wars brought to the series. New units, abilities, structures, strategies and a fresh gameplay experience are just a few of the things TWA brings to the table. With updated gameplay that brings the "Strategy" back into RTS and removes the "zerg rush" mentality, TWA is a mod that will appeal to both die-hard, base-building Westwood fans and those relatively new to the franchise alike. Don't believe us? Give it a download and try it out!
Hotfix: There was an issue with the CABAL voice. It has been fixed now. If you downloaded the old version, please redownload it.
This update finally fixes some things that have bugged me for a while:
Gates now work better that before and are available for all factions.
Some Forgotten units have their voice filed edited so they dont refer to themself als "Orca" or Juggernaught" anymore.
Fixed issues with the bombard abillity for Specters and Hailstorm Launcher.
And of course various other stuff. As always, fell free to post any suggestions and ideas in the comments.
1.8 Beta 9
-Reload time for all SuperWeapons (Nuke, Ion Cannon, Rift Gen and so on) has been reverted to the vanilla value of 420s instead of 300s
-Anti-infantry infantry that deals splash damage (Grenadiers, Zone Raider, Black Hands and so on) now deal reduced damage to units of the same type owned by the same player. This should help with clumped units and friendly fire issues.
-Tiberium harvesters should now have blue Tiberium particles effects while harvesting blue Tiberium
-Added two new Tiberium spawner for mappers: A blossom tree for green Tiberium abd a large blue crystal for blue Tiberium
-Overhauled the gate code:
*All gates (build and preplaced on maps) should default to the auto mode setting (open unless an enemy is near). This should make them easier to use and avoid problems for the AI in custom maps.
*Various bugfixes related to gates
-All wall parts (wall, hubs, gates) can now be repaired like regular buildings
-Added a new EVA voice file: "Select Tiberium field". Its used for special powers like the catalyst missile.
-Added a new EVA voice file: "Destroyed unit sightened". Its used when spotting a huask instead of the generic "enemy unit sightend". Sadly, there were no existing EVA voicelines that use the word "husk", so I had to come up with something else.
-Fixed some model glitches with CABALs infantry when stealthed
-Added gates for CABAL (just like the walls, they are identical to the Nod ones atm)
-Switched buttons for MCV and Souvereign Tank in the Nano Assembler/Replication Center around
-Mole APCs now require a Communication Hub again
-Removed the weapon inaccurancy from the GDI Commando - dealing with infantry should be easier now
-Fixed an issue where the Tiberian Twilight Mastodon would not use its turret
-Added gates for the Forgotten (just like the walls, they look identical to the GDI ones atm but are affected by the building armor upgrade)
-New "Crystalisation" special power: Can be cast at a tiberium field and increases Tiberium growth for a bit (imagine a powerfull Growth Accelerator with a limited lifetime). Best used on depleted fields to regrow them quickly.
-Edited the sounds for all Forgotten aircraft and removed all mentions of Orca, Firehawk, Hammerhead and so on
-The button for the passive "Horde Bonus" abillity is now disabled to avoid confusion. Its a passive skill, it doesnt need to be pressed to be activated.
-Fixed some stuff for the Outcasts to make them more usefull:
*They dont get the Horde Bonus anymore
*Removed the "Scavenged Weaponry" upgrade - it didnt actually changed anything related to the weapons, it just increased the armor. From now on, the improved armor will be the default
*Added the "Basic Training" upgrade to them
*Increased weapon ranges. This should fix an issue where their molotov range was lower than the molotov range of upgraded Forsaken
-Various fixes for the Commando. The Commando can now also be used as spotter for Juggernaughts, Specters and the Hailstorm Launcher
-Hailstorm Launcher require the Armory again. Seems like that setting was removed for testing once and overlooked. Also fixed their "Bombard Spotted Target" abillity to work like you would exspect and removed all mentions of Juggernaughts from their sounds
-Increased the research time for "Tactical Nuke Warheads" from 48s to 72s (aka +50%) as it was to low for its price
-Fixed an issue where Specters "Bombard Deployed Beacon" abillity would still fire their regular shells when the unit has be upgraded with nuke warheads
-Made the upgrade holograms over scrin buildings a bit brighter and moved some a bit for better visibility
-Added gates for Scrin (and buildup anims and damage textures for Scrin walls)
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Due to time contraints, there isnt much new here, just some more tools for CABAL.
Thanks to Skewer, I finally got around adding all of CABAL_REBORNs new voicelines to the game. So no more TW Nod EVA for CABAL. Hurray! THe rest of the...
Major changes include: Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover undergrond bunker from...
Turns out there where two major oversights that couldnt wait until the next release.
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