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 11 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 39 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 1.5

Tiberium Wars Advanced 1.5

Full Version

This mod from Thundermods.net tries to improve overall gameplay through balance changes, new unit abilities, upgrades and new units.

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...

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nuruddinshah52
nuruddinshah52

I think this mod is dead

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Guest
Guest

In several mission of GDI (Albania and Bern for now) Fierhawk's can't switch to AA missiles, but i can switch in Sarajevo mission.

May be it's the case for other mission, later

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Henker_
Henker_

Nod infantry now feels threatening and has punchy attacks, giving them a more useful purpose. No more nerfed primitive militia. Also they have the looks of fearsome soldiers now.

Enemies are intelligent. they behave in a more serious manner, using cautious but deadlier tactics instead of only rushing, and they even patrol the map surroundings.

This mod satisfies me in a way many other mods do not. It has a very well put attention into details.

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Radu273
Radu273

a really good mod. i hope to see an update soon :)

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Veco
Veco

This mod has the Tiberian Twilight Units?

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[Decanus]
[Decanus]

2019! This mod will still live!

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Guest
Guest

Why are some of the Nod units are color black even the player color is red. (The player color).

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Crasher1985
Crasher1985

The mods 1.72 version is nice but goddamn the rocket troops are insane. It only takes 12 rockets to kill a predator and about 9 to kill a scorpion (with blades). Rocket squads are all 4 men strong... see a problem here? This issue needs to be looked at as its extremely easy to produce like 6 or so rocket squads, back them up with some anti-infanry vehicles and start rolling the map. Also ravagers... i dont think theyre meant to cost 225$ per squad. Neither should they be able to attack air units (not for this price anyway).

The mod is nice overall if you can get the other person to agree to some house rules in regards to broken/overpowered things but vs AI is kinda ridiculous as AI (for whatever reason) seems to like abusing broken stuff.

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ac11b
ac11b

Still epic!! Favorite C&C 3 mod

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C&C3: Tiberium Wars
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Highest Rated (5 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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