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!

Post news Report RSS Ideas for 1.4

Any ideas for 1.4? Still need some more, the current list is kinda small :P

Posted by on

So, after this very succeful 1.3 release I started working on the next version. While 1.3 and ealier editions mainly improved GDI and Nod, the next version will focus on Scrin (and it will contain some changed / new maps), so I am searching for news ideas.

Feel free to post them in the comments. ;)

Current ideas are:

-changed Catalyst missiles (they now only kill the reff/harv in the center of explosion, while reffs further away survie in red condition). The Tiberium explosion is also more dangerous.

-Zone Trooper have more health (hey, they are HEAVY armored infantry!)

-Devourer Tanks are able to load more tibeirum (twice as much), thus doubling the number of Tiberium shells before reloading

-Corrupter will get blue Tibeirum once they are promoted to hero (if you played TWA 1.2, you know what I mean)

-Scrin will either get a shield upgrade for Seeker and other basic vehicles or an upgrade to promote units faster, still not decided (but I tend to the shield)

 

Furthermore, once again thanks to all who downloaded the mod. :)

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tsfan
tsfan - - 491 comments

will the catalyst missile cost go down?
shields sound good, but they're doing that in KW for a subfaction so I'd go with the quicker promoting used in generals(advanced training).

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IrAdz
IrAdz - - 5 comments

I think that the GDI rocket troops laserguide should last longer, at least 30 seconds. Also, walls need to be cheaper, or the wall hubs could be free and the wall sections could be $100 each, meaning the length of the wall would affect the cost. Also i don't like the new GDI commando weapon, it doesnt do enough damage against infantry.

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Stygs Author
Stygs - - 346 comments

The problem with walls is that buildcost and time in TW are connected (of course it coulb be changed, but I want to keep this simple rule of thumb).
That means a 100$ wall would have a buildtime of 1s. I allready tried that in earlier TWA versions where every wall piece was 100$ - walls were so cheap and fast to build that you could build walls around enemy units inside your base withhin seconds, leaving them as fodder for Sonics and other tier3 deffense buildings.
So I changed the whole system, now you build a wallhub for 500$ and get the walls for free :P
However, I may lower the price for walls, 400$ may be a better price.

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IrAdz
IrAdz - - 5 comments

Oh i see now, also i had a skirmish the other day but the AI didn't attack the walls meaning i could just put my defence behind the wall and they didnt try to attack it other than the splash damage from vertigo's bombs.

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IrAdz
IrAdz - - 5 comments

oh and i played a game as the scrin and used a corrupter to kill some infantry and they turned to visceroids, the problem is that the visceroids give far too much experience from killing them (veteran kind)
allowing the ai to become heros incredibly fast. i think you should lower the chance of infantry becoming visceroids or lower the xp they give.

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