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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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.

CABAL:
-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

GDI:
-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

Forgotten:
-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

Nod:
-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

Scrin:
-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)

Small Update (Beta 8)

Small Update (Beta 8)

News 1 comment

Due to a lack of time, this update is very minor. It does feature some small improvements for CABAL however, so I figured people might still want it.

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...

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Tiberium Wars Advanced 1.8 (Beta 9) [Hotfix]

Tiberium Wars Advanced 1.8 (Beta 9) [Hotfix]

Full Version 20 comments

Varios minor changes, fixes, and improvements. Super Weapons reload timer have been reverted to vanilla values and gates have been improved and added...

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 8) [Outdated version]

Tiberium Wars Advanced 1.8 (Beta 8) [Outdated version]

Full Version 10 comments

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

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.

Comments  (0 - 10 of 1,174)
Guest
Guest

LOVE THE MOD.

After playing somewhat religiously for several days, I only have three concerns at best. I have a nasty tendency of capturing and combining technologies across factions which is where I discovered these minor problems.

-Unlock everything only available to CABAL Faction. Renders special units of other factions unusable. Possible fix, Unlock Everything for all factions.

-Forgotten Faction doesn't have Mutant Workshop structure, lacking the ability to upgrade certain units. Possible fix, Add mutant workshop structure in next update or develop upgrades in other structures.

-Now for the Coup De Gras. After capturing and developing all support structures, I realized that some support powers are cutoff at the edge of the screen. Also, the location of all support powers and their method of arrangement places them in the center of the screen blocking a large portion of the display. Possible fix, Smaller icons for support powers and/or redesign for all slots of the powers. My count of all support powers currently is 58, though i might be wrong.

This Mod is beautiful and i might find myself part of a CABAL before too long. I am looking forward to later iterations of the mod. This mod is Awesome.

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Dhatri
Dhatri

a great mod! i never suspected C&C3; had still a somewhat active modding scene.

having a blast running through the campaign rn.
small question: have tiberium silos been removed?

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Stygs Creator
Stygs

Yes, they have been removed for all factions. Didnt feel like they added anything gameplaywise, especially with the late game cash generators.

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talaatmaher
talaatmaher

I looooooooooooooooove your mod really loving it I play C&C3TW; with only this mod
it's almost perfect .
I wish just for fun if you add MARV tank i love it so much you can add it and we can choose if we want to build the mastodon or MARV tank
and may be missile upgrade for Orca and firehawk so they can carry more missiles as it easly overwhelmed by scrin air power . also APC UPGRADE THAT MAKE it CARRY ADDITIONAL GARRISON that will be all for that masterpiece and thank you for your effort and devosion

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Guest
Guest

I load the mod and it crashes to desktop when I load the map. Any fixes?

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daytor
daytor

Did you patch the game with the 4gb patch? Moddb.com

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SoulBraveSoul
SoulBraveSoul

no issues if you run windows 10 (32bit) get clean tiberium wars then apply this patch... works wonders... there's millions of reasons something could go wrong in your pc/mac

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SoulBraveSoul
SoulBraveSoul

Finally solved !!! For those that tried all steps and added them two files from archive into Documents TW folder and still doens't show up in MODS in game browser is because you need to simply put them into a damn folder, everyone fail to specify.. watched videos and other forums on how to nobody specify this LOL. Again, simply extract the two files from TWAdvanced_18_9_Hotfix and placed them in Documents/Tiberium Wars/Mods/TWAdvanced/ (or you can name it whatever you want, the last folder). Enjoy.

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SilkMoth
SilkMoth

Also, why was the Predator tank model changed from the vanilla one? I really like the new one too, just curious lol

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SilkMoth
SilkMoth

Hey hey! Hello there
Absolutely loving the mod, the only three things I think could be changed a bit are:
1. Maybe make the Titans and Wolverines available to be buid somewhere? There are times I want to have them in mass but them have to wait for the steel taloons ability. Maybe they could only be made in the same factory of the Mastodon
2. Maybe It could be cool adding the Mobile Repair Transport (MRT), from the Steel Taloons (Kane's Wrath). If not as a unique unit, at least as a upgrade for the regular APC maybe?
3. I really think the Scrin need one more way of late secondary income. All the other factions can build as much secondary economy buildings as they want, but the scrin are limited to only one growth accelerator for each tiberium field, this leave them behind the other factions on the late game. Maybe the phase generators that appear on GDI Rome mission could be the model for a scrin secondary economy building?

But the mod really is awesome, my favorite for C&C 3, thank you for all the work so far! (Also, sorry for my bad english, it is not my first language)

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Guest
Guest

The Scrin have another way too. I needed myself some time to find that out, but you can send troops and vehicles (yes mind controlled ones too) in the smith or whatever the crane building is called. You then get the money for the unit (if it's damaged, it's less money of course).
What I would like would be a defense building that can mind control, like yuri had one in AR2, sou cou wouldn't need to depend on your cultists.

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SilkMoth
SilkMoth

That is indeed very helpfull, thank you!

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