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!
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
This mod from Thundermods.net tries to improve overall gameplay through balance changes, new unit abilities, upgrades and new units.
Authors: Thundermods.net
Tiberium Wars Advanceds main goal is simply to improve the overall gameplay to make the game more fun and more interesting and maybe bring back some things from Tiberian Sun while changing the gameplay to a slower pace and less unit spam. Thus TWA contains a lot of balance changes, new unit abilities, upgrades and later on its also intended to add some new units.
TWA 1.5 Gamma 1
General Changelog:
General Gameplay Changes:
-Complete revamp of nearly all armor and attack types, making the counter system much more effective
-New special abilities for some units
-Numerous chances on the appearance of most units
-Increase in production time for structures
-Decrease in structure repair rate
-Cranes now allow construction of Tier 1 base defenses
-The "Select All Units" command no longer selects engineers, MCVs and Mini-MCVs
-Units garrisoning structures receive a 25% Bonus on RoF, vision range and weapon range (this also affects units inside GDI foxholes)
-The load screen now ALWAYS shows faction, color and starting position of every player
-Radar is now unlocked by the radar structures (Command Post, Operations Center, Nerve Center)
-The Fog Of War now regrows much faster
-Commandos and Masterminds now slowly regain lost health when not under attack (the regular bonus for reaching Heroic level still apply)
-EVA will no longer use the "Enemy Commando Detected" message. Instead, every player is informed when a commando is built
-Random Crates now contain a wider variety of units and effects
-Numerous Bugfixes, Gameplay changes and Additions were added
-The effectivity of anti-garrison weapons now varies between units, e.g. Flametanks will clear enemy garrisons much faster than Grenadiers
-Changed the modificator for suppressed Infantry: -50% Speed, +100% Armor
-Renamed Tiberium (Riparius & Vinifera)
-Infantry will now turn into visceroids when dying on a Tiberium field
-Reduced range on all stealth detectors; also, infantry may no longer detect stealthed aircrafts
-Increased the number of mines on mine fields
-Removed the LateGame money boni from 1.4
Veterancy Changes:
-Most units now rank up faster
-Veteran and Elite units now receive slightly better bonuses, Heroic slightly worse (in comparison to TW)
Build Radius Changes:
-Build Radius is now projected not until the structure has finished building up
-Construction Yards and Outposts: 350
-Other Main Structures (Powerplant, Warfactory, Techcenter etc.): 175
-Support Structures (including Superweapons): none
Walls:
-Immediately available
-Nodes cost 200$, connecting walls are built for free
-Walls are immune to Machine Guns and similar weaponry
Destroyed/Sold Structures:
-Structures now only spawn the basic Infantry types (Riflemen, Militants, Buzzers)
-Walls and Lightning Spikes: No Infantry spawns
-Base defenses, Disruption Towers, Growth Accelerators: Spawns Infantry when sold
-Regular Structures: Always spawns Infantry
-Construction Yards: Always spawns Infantry and Engineers/Saboteurs/Assimilators
Global Defense Initiative
***************************
-Orcas now feature a heavy machine gun
-Sniper teams now consist of two Snipers instead of Sniper & Spotter
-Guardian Cannons and Rigs are now affected by the Railgun Upgrade as well
-Commandos are now armed with a Railgun capable of heavily damaging vehicles
-APCs now place their minefields at their current location
-Mammoths
--Missiles have been modified - higher Rate of Fire and Area of Effect, reduced damage against Structures and Vehicles
--Regenerates health when not in combat
-Bombardment (Juggernaught special ability) now launches a single Salvo instead of constantly attacking
-New Unit
--Dropship: Transport aircraft. Can transport Infantry and Vehicles
-New Upgrades
--Emp Grenades: Grenadiers can disable enemy Structures and Vehicles for a short period of time
--Predator Missile Launcher: Equips Predator Tanks with additional Missiles
--Enhanced Support Systems: Combines Auto Injectors and Scanner Packs in one upgrade (replaces the two)
Brotherhood of Nod
*********************
-Replaced Militant Squads with proper Soldiers
-Fanatics gain a speed boost when attacking
-Black Hand soldiers can no longer be run over
-Secret Shrine now can heal wounded Soldiers and replenish Squads to full strength
-The Countermeasure special ability provided by the Temple of Nod can now be accessed like other Special Powers with a shortcut
-Venoms can no longer attack airborne targets
-Fixed and improved the Vertigo´s rear gun in addition to increasing the chance to hit a moving target with the Vertigo´s bombs
-Disruption Towers now cloak themselves as well
-Adjusted range and damage of the Reflector Beam to match regular attacks
-Stealth Tanks require an Operations Center and Secret Shrine instead of the Techcenter
-Avatars can no longer commandeer other Vehicles, instead each Avatar can be outfitted with 4 upgrades:
-Predictor: Adds a stealth detector
-Redeemer: Adds an additional Laser cannon
-Purifier: Adds a flamethrower
-Reliever: Adds a stealth generator which cloaks nearby units
-New Units:
--Reckoner Transport: Heavy Personnel Carrier. Heals transported infantry and is equipped with repair drones
--Spectre Artillery: Mobile Artillery, must deploy in order to attack
-New Special Powers:
--Energy Signature Scan: Reveals all Powerplants and Techcenters on the map
--Cash Transfer: Steals money from enemy resource structures
Scrin
********************
-Buzzers now come trained in groups of two
-Tripods can absorb Tiberium to increase their damage
-PACs are now available at Tier3 as opposed to Tier4, however their efficiency has been nerfed
-Hover Tanks
--Seekers, Devourers & Explorers can now run over infantry, however this will only stun them, not kill them
--Harvesters can move over infantry without any ill effect
-new Upgrades
--Shield Matrix: Equips Seekers and Devourers with Shields
--Combat Training: Units gain experience much faster
-Desintegrators, Devourers and Tripods now deal continuous damage instead of dealing it all at once (this leaves DPS and RoF unchanged)
-Masterminds are now armed with Anti-Infantry-Lasers
-Desintegrators slow down every target they hit
-The Mothership is now summoned at the Gravity Stabilizer
-The Mothership slowly regains health
Neutral Units, Structures and Miscellaneous
******************************************
-New Units
--Mutant Guardian: Mutant Infantry equipped with missile launchers. Unable to attack air units. When inside a Tiberium field, they regenerate health and are stealthed.
--Mutant Hijacker: Mutant Infantry, can hijack enemy Vehicles and is stealthed when not moving. When inside a Tiberium field, they regenerate health and are stealthed.
--Tiberium Fiend: Mutant lifeform, can launch Tiberium Shards at enemy infantry. Regenerates health when inside a Tiberium field.
-Tech Structures:
--New: Satellite Uplink Station: Reveals the whole map
--Tiberium Silos now also store Tiberium like normal Silos do
--Mutant Hovel: AI players now also train mutant units
-Miscelaneous:
--A Blue Tiberium field for red zones is now available in WB (like TiberiumFieldRedZone, but for blue Tiberium)