Hey all, welcome to the Tiberium Wars: FireStorm mod page! This mod is a Tiberium Wars port of my previous KW mod: Tiberium Insanity. (Also a continuation from the last Tiberium Insanity version, so you might find some new stuff!) Nevertheless, I still hope you guys enjoy it! Faction Themes: GDI focuses on sonic/zone tech to eradicate Tiberium from the planet, and repel both forces (Nod and Scrin) (PowerHouse faction in Heavy Armor and vehicles). Nod focuses on the power of the flame! (They use flame and purifying weapons to repel both enemies, while also focusing on spreading the growth of Tiberium and mending their troops with its radiant energy, and with the aid of cyborgs) (PowerHouse faction in the infantry) Scrin focuses on the total annihilation of both factions (Nod and GDI) while increasing the spread of Tiberium and causing havoc with their Tiberium based technology and arsenal. (PowerHouse faction in aircraft) I hope you all enjoy playing this mod! Good luck Commander!

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Mod Info

News

Hello all and welcome to Tiberium Wars Firestorm Mod Page!

First of all, this mod is a port of my previous KW mod: Tiberium Insanity, and is a continuation of its last version
There are a few things I would like to point out: some units/upgrades act differently than KW and that's why some things seem different:

1- Reckoners (and any other transport unit with more than 1 garrison slot) is bugged in TW, and that's why they only have 1 garrison slot when undeployed

2- Hammerheads (and mainly transport aircraft in general) act differently than in KW. You will find that when infantry is ordered to garrison into the transport, instead of the transport moving towards the unit, it just drops down and waits on the ground for the infantry to garrison it. And another thing, when ordering a unit to garrison the hammerhead, but halfway through the order is canceled, that hammerhead will stop accepting garrisons and act as if it already has infantry inside of it

3- MARV harvesting doesn't work in TW, same thing for Eradicator Hexapod gaining money from kills (Recyclotron system)

5- Laser Fencing/Sonic Repulsion Field/Ion Shields upgrade only grant armor bonus in TW. Preventing C4 charges and engineer captures seems to be only a KW thing

6- Mechapede functions are only KW. That's why they are a mind-controlling unit here. (For that I removed Cultists)

7- Production structures can only have 1 training animation (and that's also why Redeemer's training animation isn't as cool as KW)

8- Shadow teams deploying artillery beacons isn't exactly like KW, (all the members deploy the beacons instead of just 1 member) (and any other infantry squad that has an ability)
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Despite these changes, I still hope that you guys will enjoy this mod!

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Credits to these amazing fellas who helped me in making this mod:

Stygs - Who has helped me a lot in making some small neat model changes for me and helping me out with codes

Carnius - The owner of TE - Thanks once again to him for making his models of public use - Go check out his Tiberium Essence Mod :D

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FireStorm 1.55

FireStorm 1.55

Patch 22 comments

A new version! This is mainly an AI hotfix update. There are also a few balance changes/fixes, but the main changes are to the AI and some maps. (Hopefully...

FireStorm V1.5

FireStorm V1.5

Full Version

After a long wait, the new version of Firestorm is here! This version offers more bug fixing and balancing, a fully edited Nod and Scrin campaign, new...

FireStorm V1.4

FireStorm V1.4

Full Version 26 comments

A new version is finally out! - It has been a while since the last release, though a lot of balancing and bug fixing has been made - I hope you all enjoy...

FireStorm V1.3

FireStorm V1.3

Full Version 17 comments

A new version out! Been a while since the last release, enjoy the new updates! This patch includes bug fixes, tweaks to balance, new objects/tiles in...

FireStorm V1.2

FireStorm V1.2

Patch 4 comments

:o Another version is out! I have fixed various bugs and glitches that were in V1.1 like Tib Field suits unintentionally slowing down infantry or catalyst...

FireStorm V1.1

FireStorm V1.1

Patch 2 comments

A new patch out! Mainly a bit of bug fixing and balancing! I hope you guys enjoy playing!

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Cobber
Cobber

And yet another observation: playing on Normal difficulty the Firestorm mod specific edited NOD Washington DC mission, the mission where you first get access to flame tanks, I quickly got swarmed with strong GDI attacks, including Predator tanks (which is not something in the vanilla game from memory), and between the lack of starting resources relative to the number of attacking enemy units as opposed to my starting units, combined with not having access to Scorpion tanks to at least try to level the playing field, I found it almost impossible to adequately defend my base. I no doubt will learn to use a different (and effective) starting strategy, but it would be nice to have a bit more time or resources to prepare, so that its not like getting hit with a runaway freight train soon after I gain control of the game's mission cursor and functions.

Same thing happens in the vanilla GDI Sarajevo campaign mission, though it is obviously not the edited map specific for this mod, as you have not released the edited GDI missions yet, and again I will learn to manage that situation better, but all the same it makes for a very frustrating, and steep, learning curve for what is supposed to otherwise be the most balanced difficulty setting for the SP campaign mode. If those 2 missions could be a bit more measured in the speed with which the enemy swarms you at the start, that would be nice, or at least having a larger than 10,000 credit starting resource pool to build up some defensive strength to repel the attacks as an alternative instead of delaying the attacks starting times.

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Cobber
Cobber

Another observation is that in the Tiberium Wars Advanced mod, engineers are able to repair civilian buildings, thanks to that mod introducing a special (manually selectable) unit ability that you can then target onto a civilian building to get it repaired. I think this mod could benefit from introducing that feature too, particularly for the missions where you need to use bunkers and other garrisonable buildings to provide your infantry with cover so that they don't get slaughtered, particularly the bunkers which are obviously intended for use as defensive structures.

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Cobber
Cobber

Correction, GDI engineers in the TW Advanced mod are able to repair buildings using that special ability but NOD Saboteurs do not have that special ability so therefore are NOT able to repair civilian buildings or those special 3 slot defensive bunkers.

Regardless, I still think this mod could benefit from introducing a similar mechanism, but it would be nice if it didn't involve having to use a special ability to do so but rather a change in the code (and cursor icon on a damaged building indicating that the Engineer class unit is going to repair it, not garrison in it) to allow the ability to occur automatically with a damaged building, like in RA2. However, I am not a coder so I do not know if this is even possible, and if it is whether it would be easy to implement or not.

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Cobber
Cobber

Some observations I've made when playing the current v1.55 of this mod, which so far in my opinion is a superior mod to both Tiberium Essence and Tiberium Wars Advanced in terms of its unit/tech offerings and overall quality and polish state:

1.
I had 2 Hammerheads/Sniper teams glitch out on me during the Alexandria mission of the vanilla GDI campaign, with the Hammerheads having landed and the Sniper teams having "entered" the Hammerheads (in that their icon was filling the Hammerhead's single passenger capacity slot indicating that they had loaded into the Hammerhead) but they were still partially visible on the ground, and neither them nor the Hammerheads would accept any sort of move order. The unload button was greyed out but the Hammerheads wouldn't lift off, because even though they had the icon indicating that the Sniper teams had loaded, they hadn't fully entered the Hammerheads that would normally trigger them to lift off again, and so the 2 Hammerheads as a result did not lift off.

2.
The NOD Shadow teams (again, in the vanilla GDI campaign Alexandria mission) spammed deploying the Spectre artillery beacons all over the place, but not in a logical or coherent manner. It is/was completely random, as far as I could see, and many of the beacons are being deployed in absolute no-man's land, causing absolutely no damage to be inflicted on my troops (which obviously was something I was relieved about) but also it seemed like they had next to no cooldown on being able to do it again; either that or NOD had a massive number of Shadow teams running around doing that, but it was appearing to be so randomly targeted that it was almost chaotic randomicity with which they did place the beacons.

3. The NOD advanced Tiberium Processing Facility is unlocked earlier than the mod's newly introduced GDI equivalent, making it desirable for me to capture their Con Yard specifically to gain access to that building so that I could get the unlimited Tiberium storage capacity perk that those buildings provide. I noticed this on both the vanilla GDI campaign Alexandria & Cairo missions, with testing confirming that the NOD building was able to be built on both missions, but not the GDI equivalent which was locked out for both of those missions because the NOD prerequisite buildings for it were fully buildable, whereas the GDI prerequisite of Space Command Uplink was not. That lack of access to the GDI Space Command Uplink prerequisite thereby prevented the GDI equivalent from being built, but it was appearing in the support structures tab, greyed out for the lack of the prerequisite building having been already built, but it was clearly visible as otherwise being buildable, like its NOD equivalent is/was.

Continued...

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Cobber
Cobber

Continued from above...

As an interim solution to this inconsistency, can I suggest that instead of changing the prerequisite requirements for either of the GDI or NOD Tiberium Processing buildings, which would probably be quite time consuming and tedious to do, please consider increasing the Tiberium storage capacity of both GDI/NOD's silos and refineries to a higher reserve to compensate for when not being able to build those buildings? Particularly for if the NOD one can be built but not its GDI equivalent, so as to prevent me and anyone else playing as GDI form having to go out of our way to capture the NOD Con Yard in order to access their Processing Facility building. And any increase in the storage capacity of silos/refineries is pointless without an increase in the ability to harvest that greater amount, so also please look at making an increase to the re-spawn rate for Tiberium fields and Tiberium crystals to balance having a higher storage capacity (especially for when access to those advanced processing buildings is guaranteed, as the fields already get depleted fast with only 2-3 harvesters working on them at once but will likely be depleted faster still if there is no storage limit in play any longer) as otherwise, in my mind, it defeats the purpose of having an unlimited storage capacity, particularly as neither GDI/NOD can build the growth accelerator on Tiberium field cores like the Scrin can to increase the re-spawn rate that way.

4. The GDI missiles upgrade is not appearing to be accessible in the vanilla GDI campaign Cairo, Alexandria or even Croatia missions, even though the Tech Centre is buildable and most upgrades in the Tech Centre (like Railguns) apart from the missile upgrade and the sonic fencing upgrade are enabled, including the unusable Orca Sensor Pod upgrade as well as a duplication of the Pitbull Mortar upgrade, which is the exact same as the one in the Tank Armoury building. Maybe when I play the Sarajevo GDI mission this will no longer be the case, but in the missions I've just identified it is inaccessible even though it appears that its prerequisite requirements have all been met in those missions, namely building the Tech Centre building to gain access to the upgrade.


Other than these observations, I can confidently say that so far the AI is/was definitely building and using the full repertoire of ground units available to it in each mission I've played, and I anticipate that it will also do the same with the air units once I hit the Sarajevo mission in the vanilla GDI campaign. Again, overall I think that this mod is superior to both Tiberium Essence and Tiberium Wars Advanced in its unit/tech offerings and overall quality and polish state, so I want to commend you for that and say please keep up the fantastic work, as this mod has the potential, in my opinion, to become the best mod of all available mods for C&C3; Tiberium Wars on ModDB.

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comradevolkovboris
comradevolkovboris

Can you enable the MARV to harvest tiberium?

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Jared8Wally
Jared8Wally

I Hope You make a new update soon.

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xX[Warrior250]Xx
xX[Warrior250]Xx

Would be neat if there's a submod that returns the GDI into their default color scheme, the bluish tint seems a bit strange.

Edit: Zone Troopers bug out when using Jump Jets, seems to happen at random.

All in all though, stupendous mod! Looking forward for the next release!

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Cobber
Cobber

I can confirm the Zone Trooper glitch/bug. From my observations and testing it always occurs after using the Jump Jets ability but seems to be based on where they launch from/land, and particularly if they launch from close to/land close to a ledge or other inaccessible feature that they can't walk over normally.

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