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 39 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 44 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 29 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.

Post comment Comments  (0 - 10 of 1,227)
Guest
Guest - - 689,117 comments

those money drop buildings canot be captured in the first mission and also upgrade building i whould love to be able to get all 3 upgrades
plz

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Guest
Guest - - 689,117 comments

Before I forget. The reason most crashes occur with the Forgotten, it's due to their building with the different protocols. Something in there cause the game to crash and even cause saved game crashes due to it.

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Whyarewehere
Whyarewehere - - 63 comments

Oh thanks. I was wondering why my forgotten saved games kept on crashing.

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dragunov829
dragunov829 - - 1 comments

I want to express my great appreciation to the author of the modification. There are many things I would like to mention, but first of all - visual style and general approach to gameplay. A lot of mod authors put everything in a pile, spending a lot of time and effort to insert units or buildings that do not correspond to the spirit of the game, to throw in a pile of everything from previous parts of the series and from CnC 4. TWA attracted my attention with this, that it understands exactly what the original game was characterized by and reinforces this feeling with additional units, reworked abilities and of course redesigned and improved icons - one of the most eye-catching and pleasant little things.

However, there's always a "But" and in this case it's two things: the additional factions and the campaign.

As someone in the comments correctly pointed out, it would have been better if the Forgotten and the Cabal had remained like a tech-buildings referencing the events of the previous game. As it stands now they are clearly wip, and many of the buildings are taken from Red Alert 3.

As for the campaign - it needs balance tweaks and bug fixes. The first primarily concerns the enemies and added mod units, which the AI mercilessly throws at the player without any opportunity to fight back (primary it concerns cyborgs and stealth artillery of the brotherhood, which can wipe you off the face of the earth with single rush and even destroy your entire base off-battlefield).
On a lot of maps the player is clearly at a very disadvantage, so it would be right not to cut the AI capabilities of the enemy, but to simply add a bigger advantage to the player through some upgrades from start, a bigger unit roster at start (which was introduced but very unbalanced in a third-party patch in the addon section), and increased tiberium growth on maps.

As for bugs - I can only say so far about the GDI campaign.
1. First of all the mission in Hampton Roads - the Brotherhood planes do not destroy one of the ships, which causes the mission softlock. The player can fix this by destroying the airfield himself, but this is a workaround.
2. White House - here is a well-known problem with MCV, which remains somewhere out of frame, and which can be called only by circling it with a frame outside the map.
3. One of the missions in Eastern Europe, where we need to destroy the Brotherhood's weapons depot. For some reason, the player can't switch the aircraft ammo layout from air-to-ground bombs to air-to-air missiles, thus blocking the secondary mission. A small thing, but still.

All in all, I am very grateful to the author and the team for their work, and wish them inspiration and further success.

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Guest
Guest - - 689,117 comments

A pity this mod went quiet.

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SilkMoth
SilkMoth - - 14 comments

Hey Hey Hey! Hello there, it's me again
I noticed that CABAL is the only one with the "Unlock Everything" button on his MCV, are there any plans on giving that option to every faction?

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Guest
Guest - - 689,117 comments

He made that so you can see what he is working on, I doubt its meant to be permanent.

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Guest
Guest - - 689,117 comments

How do I get version 1.8 to play? I've switched .rar files around but it still only runs version 1.7.

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Kichzurg
Kichzurg - - 2 comments

Hello, thank you for your work. Your mod is my favorite for Tiberium Wars, however, I would like this mod to become even better, so let me point out the bugs in the mod and offer my ideas.

GDI

Infantry
Appearance: Can Rifleman Squad, Missile Squad, Grenadier Squad and Snipers get a little extra outfitting like their icons? In the icons they have full sleeves, but in the game they have bare arms.

Vehicles
- Sandstorm. It is written that it should be strong against buildings and equipment. In practice, Sandstorm is bad at damaging vehicles, which makes Juggernaut a more attractive artillery, and the NOD and Scrin light artillery counterparts are also superior to Sandstorm in this. Is it possible to add accuracy or damage to Sandstorm so that he can cope well with vehicles?

NOD

Structures
- War Factory. After a unit appears from it, War Factory closes back too quickly. Is it possible to make the closing speed like in the original game?

Infantry
- Black hands. They lack the EMP mine ability and is it possible to return 2 people to their squad (6 in total), after all, this is an elite squad and it should be a dangerous force, the same goes for Marked.
- Shadows. BUG: When using gliders and taking off into the air, 2 people in a squad take off incorrectly, they fly very low, almost touching the surface of the ground, after landing they will not shoot and cause damage (you can’t even see shots from their pistols), so the squad becomes much weaker, and if you don’t use gliders, then the shadows lose their unique ability. Also, is it possible to make shadow explosives do at least a little more damage as a bonus? And is it possible to make it so that the Shadows can plant explosives not only on the building, but also on the vehicles?

Vehicles
- Reckoner. Since this is a light vehicle, is it possible to return it to its previous fast speed, especially since the Reсkoner has such disadvantages as the infantry that is inside cannot shoot, while the Rekkoner itself cannot turn into a bunker while there is an infantry squad inside. It seems to me that need to return to the previous, faster speed.
- Stealth tank. Is it possible for him to return the small size of the model, otherwise he looks so unusual and unnatural. Also, by firing all the missiles in a salvo, he can inflict different damage (before upgrading to Tiberium missiles). And apparently you worsened the damage of the Stealth tank without upgrading to tiberium missiles, so that with the upgrade it would deal the same damage, as in version 1.72. Although, for example, the Phantom artillery and the Vertigo bomber have the same damage as in version 1.72, and with the improvement to nuclear warheads they cause even more damage than before. Is it possible to make a Stealth tank upgraded with Tiberium missiles also deal even more damage than in previous versions?

Aircraft
- Vertigo. I don’t know if this is a bug, but it only fires from a machine gun at air targets from behind, which is extremely inconvenient. Is it possible to make him able to shoot at air targets that are in front, as it happens in the original game?

Scrin

Infantry
- Shrikes. I don't think their price matches the damage they do.
- Mastermind. Would you consider adding some kind of psychic attack to him that would damage infantry?

Thank you for your attention.
Hope I offered at least something useful.

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SnackCat87
SnackCat87 - - 42 comments

Presumably, you have a lot of work left to do with the Forgotten. I don't personally understand why the Forgotten is so often looked at as a faction, when they're more just disorganized mutant "tribes" scattered all over the place. They have no loyalty to anyone; not even each other.

I think it would have been much cooler if you had just added one or two more neutral Forgotten structures that can be captured. Each one offers something different: a "hovel" offers infantry, a "machine shop" would offer makeshift armor (vehicles), a "menagerie" would offer trained beasts, et cetera. Each one could come with a support power of some kind.

I say this not just because it would make your mod more unique in comparison to others, but it would also free up some of your time and allow you to work on CABAL and the other established factions without having to shoehorn in a new one. Food for thought, is all.

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Stygs Creator
Stygs - - 346 comments

The Forgotten faction actually started that way. In fact, so did CABAL.

There is a "CABAL Assembly Plant" tech building in the mod that allows you to buy some units that I removed from CABAL, like the Stealth Tank or the Attack Cycle. Originally, that was all that CABAL was supposted to be in TWA - a tech building with some easter egg units.

Same was for the mutants: the Mutant Hovel has some infantry units that didnt fit the Forgotten and there is a Mutant Workshop that has vehicles (YR gatling tank, RA2 apoc, Generals rocket buggy).

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