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!

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1.8 Beta 8
-Fixed an issue where some advanced infantry units where able to detect mines when they should not
-Fixed some EVA voice lines

CABAL:
-new model for the Nano Assembler (model based on RA3)
-new building: Stealth Generator (model based on TT)
-the Mainframe can now house a single squad of Gorgons - this protects them from attacks and they will generate additional funds while inside.




You may be wondering why I would give a stealth generator to CABAL when he already has a good arsenal of tools and it makes him more similar to Nod.


To be honest, I'm thinking about removing the EMP Cannon from CABAL and giving it to Nod - it was kinda a Brotherhood weapon in TS and they still have an EMP focus in TW, so it would fit. CABAL on the other hand does not have much EMP otherwise and with his artificial nature, I do not think he would want to protect his base with such weapons.


CABAL also has a Mobile Stealth Generator but is otherwise lacking in stealth, which seems a bit.. odd. Unlike the EMP Cannon however, it would make sense for CABAL to have a Stealth Generator - after all, he would really need to hide after Firestorm and unlike Nod, he didnt loose all his stealth tech to GDI.


Keep in mind that these are only plans for now and nothing is set in stone. If you have an suggestions/idea, please post them in the comments.

Time for a update (Beta 7)

Time for a update (Beta 7)

News 5 comments

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...

Tiberium Wars Advanced 1.8 (Beta 6)

Tiberium Wars Advanced 1.8 (Beta 6)

News 6 comments

Major changes include: New CABAL voice lines; Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover...

Tiberium Wars Advanced 1.8 (Beta 5) Hotfix

Tiberium Wars Advanced 1.8 (Beta 5) Hotfix

News 2 comments

Fixes two major issues with the last update: Removed the "Tiberium Generator" building from Nod (for now) and readded the selection box for the GDI Dropzone...

Tiberium Wars Advanced 1.8 (Beta 5)

Tiberium Wars Advanced 1.8 (Beta 5)

News 2 comments

Edits to some object geometry, money generators and various small fixes and changes.

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Tiberium Wars Advanced 1.8 (Beta 8)

Tiberium Wars Advanced 1.8 (Beta 8)

Full Version 6 comments

Due to time contraints, there isnt much new here, just some more tools for CABAL.

Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

Full Version 43 comments

After some delay, the next TWA update is ready. Again, it mostly fixes bugs and changes some small details. It also add the new Scrin Shrikes, a test...

Tiberium Wars Advanced 1.8 (Beta 7) [Outdated version]

Tiberium Wars Advanced 1.8 (Beta 7) [Outdated version]

Full Version 9 comments

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...

Tiberium Wars Advanced 1.8 (Beta 6) [Outdated version]

Tiberium Wars Advanced 1.8 (Beta 6) [Outdated version]

Full Version 31 comments

Major changes include: Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover undergrond bunker from...

Tiberium Wars Advanced 1.8 (Beta 5 Hotfix) [Outdated version]

Tiberium Wars Advanced 1.8 (Beta 5 Hotfix) [Outdated version]

Full Version 4 comments

Turns out there where two major oversights that couldnt wait until the next release.

Tiberium Wars Advanced 1.8 (Beta 5) [Outdated version]

Tiberium Wars Advanced 1.8 (Beta 5) [Outdated version]

Full Version 24 comments

Most important changes this time around: GDI/Scrin style cranes needed a lot less space to be build than Nod ones, so their geometry has been increased...

Comments  (0 - 10 of 1,145)
ApornasPlanet
ApornasPlanet

Does this mod work well with the campaigns?

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Zone_Lexus_50
Zone_Lexus_50

Check in the addons section. Someone modded the campaign to make it a lot playable.

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comradevolkovboris
comradevolkovboris

How about giving some improvement to the Forgottens?
I think that the mutant is somehow unfinished(even not having a superweapon.).

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comradevolkovboris
comradevolkovboris

And it lacks a powerful T3 unit like mammoth,purefire and the scrin's mech(if the benemoth tank is buildable via factoris,that is perfect.).

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Stygs Creator
Stygs

still lacking any good idea for a forgotten superweapon

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comradevolkovboris
comradevolkovboris

I have an idea,since the mutant is somehow "RED ALEART 3"Style,Why not using the the Soviets' superweapon's model in RA3 as the mutants'?

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Stygs Creator
Stygs

thats kinda the plan, but I still havent found any good idea for what the power actually does. My initial plan for an earthquake feels kinda annoying when I think about it.

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comradevolkovboris
comradevolkovboris

By the way,is there a way to change the UI for the 2 new factions?CABAL using the GDI'S UI is very strange.

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Stygs Creator
Stygs

Afaik not, the UI is handled a lot different than the rest of the game.

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MyNamezJeff
MyNamezJeff

I can't seem to get 1.8 to load, it crashes on the initial load screen. Is anyone else having this issue?

1.72 works but 1.8 does not. I am using the Bibber game launcher for Ultimate Collection on Origin.

Any help on this one? Really looking forward to playing the new version!

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Stygs Creator
Stygs

You need to set the model details in the options to max.

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