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!
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 drop down and wait 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. It can still run over Tiberium and crush it, but no resource bonus from that. - Consider it as a way to kill Tiberium fields
4- Eradicator Hexapod gaining money from kills (Recyclotron system) just doesn't work in TW. - It just doesn't
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)
Despite these changes, I still hope that you guys will enjoy this mod
New music tracks will come soon too - I wanna try to get rid of the red alert 1 track and replace them with TS/TD tracks - make the mod feel more like a true Tiberium universe
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
Michael Sobin - This guy made a rock cover for TD's Act on Instinct - link to author's video: Youtube.com - I edited it a bit -Yeah! Credits to him for making this cool cover!
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: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...
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