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!

Description

Major changes include: Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover undergrond bunker from Forgotten buildings; Reworked the Forgotten AI to hopefully be less prone to crashes.

Preview
Tiberium Wars Advanced 1.8 (Beta 6) [Outdated version]
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Arshitooooo
Arshitooooo - - 84 comments

Tank you

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Guest
Guest - - 690,798 comments

It's quiet unstable when playing against the forgotten. If I play other factions it's quiet stable.

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Guest
Guest - - 690,798 comments

А можеш добавить скринам какую нибудь уникальную постройку генератора типа силового поля перезарядка у него будет 3 минуты стоимость постройки 4000 можно построить только одну такую постройкусиловое поле будет останавливать весь урони от супер оружия и от юнитов действует 25 секунд

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Guest
Guest - - 690,798 comments

you can add to the screenshots some unique construction of a generator such as a force field, it will have 3 minutes to recharge, the cost of construction is 4000, you can build only one such construction, the force field will stop all damage from super weapons and units for 25 seconds

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Stygs Author
Stygs - - 346 comments

That was planned at one point, but sadly, it seems the AI can ignore all restictions for SWs and shoot through the shield.

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Gallade
Gallade - - 341 comments

Its so good to see this still being worked on! Easily my favourite mod for Tiberium Wars!

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Arshitooooo
Arshitooooo - - 84 comments

please new version

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kaantechdeli
kaantechdeli - - 2 comments

How do we install the mod after downloading the files. I have the latest version 1.8

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Corelious
Corelious - - 290 comments

Isn't the lack of support great? Same problem - concerning to see that no one has addressed your question from the development team

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Guest
Guest - - 690,798 comments

Once you have downloaded the files, move them to the game mod folder. Then create a new folder and name it the same as the mods files. (in this case, "TWAdvanced_1.8") Put the mod files into this new folder. Then open the game browser and it should be there.

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Guest
Guest - - 690,798 comments

If you guys install this mod with initial graphics setting in cnc game, the mod game will crash(out of memory error or just crashing only) so you need to change the graphics setting (medium or higher)
Good luck :)

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Boongtol
Boongtol - - 1 comments

Command and conquer3 tiberium wars advanced mod version 1.8 beta6 - Seunghoonphilosopher.tistory.com

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Guest
Guest - - 690,798 comments

jak to sie instaluje

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Guest
Guest - - 690,798 comments

the mod worked 1 day but game crashed mid way throw game and now the mod wont load up and tryed removing and re adding but no luck but other mods do and even the old 1.72 still does

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Guest
Guest - - 690,798 comments

i do not know why i cant get this to work. downloads as a rar file

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Durabys
Durabys - - 1 comments

MCV missing in Mission 5 GDI.

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coolcolt57
coolcolt57 - - 55 comments

Youtube.com youre welcome for the mcv bug

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Guest
Guest - - 690,798 comments

Hello there

in the first missions from GDI the rocket team an the grenadiers do not work

they did not attack anything

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Corelious
Corelious - - 290 comments

... Why are there no installation instructions?

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HughJharse
HughJharse - - 4 comments

Should help with most if not all mods for this game. Youtube.com

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DarkLordMadax
DarkLordMadax - - 13 comments

Thank you for this new update! So far, I'm liking the new additions to the mod. There are a few issues I noticed that are still there from the 1.72 version. The Planetary Assault Carrier should have its range decreased as the drones will travel to its maximum range and only one or two of them will fire and the others will be easy pickings for anti-air. The other issue is the low DPS of the Mastodon. Compared to the Redeemer and Eradicator, whom are both flexible with their absorption potential, I feel that the Mastodon doesn't compare since it's only attacking ground targets with its railgun cannons. However, if you order it to force fire, it interestingly attacks with its machine gun and missiles as well. Is there a way to set this as its normal attack procedure? I feel that the guns and missiles firing as well will boosts its damage potential much more comparable to its counterparts. If not, I understand completely. When I played the 1.72 version, I never used the Mastodon because of this. I also thought that the idea of the CABAL Chimera absorbing vehicles instead of infantry was really interesting. I also liked that the Redeemer receives a fast-firing weapon when it absorbs Enlightened infantry. I always felt that its original weapons didn't give the Redeemer enough effective firepower until it reached Heroic status. While I do see a lot of loose ends needing to be tied with the latest version, it doesn't affect my view of it as I know it's still a beta. I hope to see the potential of the Forgotten and CABAL factions since they're still in the "prototype" phase.

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Guest
Guest - - 690,798 comments

The capture whitehouse mission is broken, it's impossible to complete because you don't get enough reinforcements, and you don't get an MCV.

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Guest
Guest - - 690,798 comments

hi the mod starts and crashes on start up am i missing something or 1.72 works fine but 1.8 just shuts down on start up i have done the 4gb patch and still no luck

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Guest
Guest - - 690,798 comments

i can't run this, why?

i installed the last version (1.72 )
and it worked fine but this just starts the game and then shut it down, why?

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sf8657
sf8657 - - 3 comments

I have an issue with the GDI Mission where you retake Langely AFB. Nod Militants end up destroying the barracks before I can take them down. The grenadiers splash damage still destroys the barracks. I feel like the Riflemen/Novice rifles do a bit too much damage to structures

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Guest
Guest - - 690,798 comments

So i was play the mission from GDI but one mission is Impossible to play hang at the White House my construction yard is missing all the time idk what i need to do. Will be nice if some one help me with that

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Davidov21
Davidov21 - - 1 comments

I had to load vanilla run the mission then reload the mod for it to work

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Guest
Guest - - 690,798 comments

still got a issue where the mod wont load it attempts to but just goes right back to the pre load screen. other mods work and even the 1.72. but none of the 1.8. i am using CD version of game btw. any help would be appreciated. and fyi i have re installed the mod a couple of times

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Guest
Guest - - 690,798 comments

The main problem isn't the more aggressive AI during the campaign (Its a nice challenge actually). The main problem is the nerfed economy from patch 1.09 carrying capacity reduced by 42% to 1400 credits of green crystals and 2800 credits of blue crystals. On the vanilla TW3 hard missions are doable once you know the game mechanics but with the economy patch its a nightmare. If you can just change the economy back its ez pz lmnn sqz.

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