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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Wow, I should have been waiting with this posting half a year for the third year anniversary since the last news post.

Anyway, since TWA still seems to have some fans around here, I through its' a good time for a news post (you know, christmas spirit and all that humbug):

First things first: There are no plans for a release anytime soon - I know there are a couple of major bugs (not to mention the Nod AI crash) but we lost our SVN server a while back, so there is no way to go back to older releases and fix their bugs.
The only TWA version I have right now has lots of CnC4 stuff and 2 new factions, but that is nowhere close to releaseable or fun to play. In fact, I might end up removing most of it as it hardly fits CnC3.

However, one of the goals for TWA that I always had, which should be doable with the current build, is the campaign. One major advantage is that internal unit names and scripts hardly change, so once the campaign is fixed, it should work for all versions, past and future.


So, atm I am looking for any problems related to the GDI campaign (Scrin & Nod might follow later).
For example:

-Have important scripts stopped workiing? (like the MCV reinforcement)
-Is a mission to hard/easy because of the different game balance? (Nod Militants are way harder to kill with Riflemen now)
-Can the AI build units or use abillitys/powers that should not be available in that mission? (Nod using Spectres, Wraith or Cyborgs)
-Can you build units or use abillitys/powers that should not be available in that mission? (Mastodons says hi)
-Are there cases where units use their old TW design instead of the TWA one? (like Sniper Teams having a Spotter)
-Other unit problems? (Commandos not working right)

If you find anything like that, please post it as comment under this news.

Again, I can't promise if or when I will release that fix, but it's certainly one of the things I still plan to do with TWA.

Regards,
Stygs

The change log for TWA 1.72

The change log for TWA 1.72

News 9 comments

Another update for TWA. Again not much new, but a couple of fixes & improvements.

Tiberium Wars Advanced 1.71

Tiberium Wars Advanced 1.71

News 11 comments

The change log for TWA 1.71. Nothing really major, but 1.7 really needed a bit of polish.

Tiberium Wars Advanced 1.7 (beta)

Tiberium Wars Advanced 1.7 (beta)

News 8 comments

Well, well, guess who's back? After a long hiatus, TWA 1.7 is ready for a first release. It's not perfect, but far supperior to the previous versions.

And another bunch of stuff

And another bunch of stuff

News 9 comments

Hey, guess who got unbanned by EA? Just a small update to stop people commenting on this, the problem has been resolved.

RSS Files
Tiberium Wars Advanced 1.72

Tiberium Wars Advanced 1.72

Full Version 34 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 1.71 [Outdated version]

Tiberium Wars Advanced 1.71 [Outdated version]

Full Version 11 comments

TWA 1.71 is basically a more polished 1.7 - it fixes quite a bit of bugs, adds a couple of missing icons & graphics and finally finishes the English...

Tiberium Wars Advanced 1.7 [Outdated version]

Tiberium Wars Advanced 1.7 [Outdated version]

Full Version 12 comments

This is more a "test" version than a full relase. While most of the stuff should work fine, a couple things (like the translation) are still not finished...

Tiberium Wars Advanced 1.52 [Outdated version]

Tiberium Wars Advanced 1.52 [Outdated version]

Full Version 40 comments

The newest version of TWA, containing an improved balancing, new units and a lot of other new toys to play with :) Note: You need WinRAR to unpack the...

Tiberium Wars Advanced 1.41 [Outdated version]

Tiberium Wars Advanced 1.41 [Outdated version]

Full Version 7 comments

The new TWA version. Includes several bug fixes, new upgrades and abillities and a special financial bonus for every side. View the 1.4 changelog in the...

Tiberium Wars Advanced 1.3 [Outdated version]

Tiberium Wars Advanced 1.3 [Outdated version]

Full Version 1 comment

So, finaly its there: the first TWA version here at Mod DB. View the features page to see a change log.

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coolcolt57
coolcolt57

For those who are still stuck on washington dc gdi campaign follow this video and you will have more fun with the mcv Youtube.com

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edbods
edbods

Does anyone's game crash when loading a game that's halfway through GDI's Sarajevo mission?

For those stuck on the white house mission, rotate the camera around and drag the mouse over the area outside the map, the MCV should be there and issuing a move order should force it back in the play area. Someone else posted this workaround on the comments for one of the other released files but I can't for the life of me remember who it was.

It should also be noted that for GDI's Albania mission, you can't get the bonus objective that requires you to down a Venom with a Firehawk's AA missiles since the Firehawks on that mission for some reason can't equip anti air missiles.

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edbods
edbods

I can't for the life of me remember the user who posted that fix for the White House mission, but it was on one of the comments for this mod...kudos to him.

As for units/powers available in missions they shouldn't be in...I've only played the GDI campaign so far (am at Sarajevo right now and lost an hour or two's worth of gameplay when my game decided to crash midway into the mission...) and the Slingshot, Shatterer and Sandstorm are all unlocked from the very first mission in North Carolina. They'd probably be better introduced in later missions:
- Sandstorm - introduce with Juggernauts after getting past Temple Prime's outer perimeter Obelisks in Sarajevo
- Slingshot - in Munich, there's a LOT of alien air, as part of the Scrin's shock and awe tactics to distract everyone from their tiberium harvesting. During the mission you get reinforcements in the form of rifleman and missile squads - maybe introduce one or two Slingshots there? The Pitbulls can easily hold their own (they seem to be specific to this mission in that in the vanilla game, they fire twice as fast as vanilla pitbulls) but given that there's a ridiculous amount of alien aircraft, midway through Munich would be a great way to introduce the Slingshot.
- Shatterer - unlock it at the same time Sonic Emitters are first available to you? Maybe have it unlock as a reward for completing the bonus objective in Cologne/Stuttgart (both involving reactivating Sonic Emitter arrays).

I have a feeling that it may be the same case for the Nod and Scrin campaigns, but I haven't gotten around to trying them yet...been having too much fun with the extra units and abilities from KW :D

Regarding AA battery damage - I actually kind of miss KW's tungsten shells upgrade, it also affected the Slingshot.

Really wish I could fix these bugs up but as far as I know, it's not like modding for Fallout 3 or NV where you can download a mod and tweak it with the GECK. Looks like all the files inside are encrypted or something, a damn shame if a mod author loses interest or something happens to them.

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coolcolt57
coolcolt57

that was me my good friend that know the fix for washington dc mission for gdi with missing mcv

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edbods
edbods

nice, great to see people still check back on this mod every now and then even if it looks dead.

Credit given where it's due, thanks heaps for that White House MCV workaround!

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coolcolt57
coolcolt57

Happy to help

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bettaattack
bettaattack

soo many dead mods for cnc.

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m65832733
m65832733

How can i spawn in the kodiak?

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Andemon
Andemon

Hello all, just joined MODDB community.
Any news of 1.75 version being officially released? Have played 1,72 for quite some time and i was curious about updates regarding the news.

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C&C3: Tiberium Wars
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Highest Rated (4 agree) 10/10

damn, this mod is waaaaaaay better in copying kw stuff than the reloaded mod. shame that there is a rather big amounts of upgrades missing, but hell, there are still versions to be released

May 3 2012 by colers

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