Hey all, welcome to the Tiberium Wars: Firestorm mod page! This mod is a Tiberium Wars port of my previous KW mod: Tiberium Insanity. I hope you guys enjoy! Each faction has new units and abilities, many many new upgrades, and alot of atmospheric changes including new maps included in the mod, new music and more! Faction Themes: GDI is a mix between TS style and ZOCOM style (They have railguns and sonic weaponry) Nod is a mix of Cyborgs and Flame and Laser weaponry. They also utilize some Tiberium weapons and stealth, and most of their arsenal deals burn damage/damage over time. Scrin on the other hand is mainly focused on Ion and Tiberium Weaponry. All thier units and Structures benefit from Tiberium, and they all heal from it. Good luck playing this mod 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) are 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 for public use - Go check out his Tiberium Essence Mod :D
The long wait is over, and the next update of this mod is here! (version 1.65)
The long-awaited v1.7 of Firestorm is here! I hope you guys enjoy! To unpack the mod, extract the contents of the campaign maps in C:\Users\(Username)\AppData\Roaming\Command...
The long wait is over and the new version of Firestorm is here! Hope you guys enjoy! To unpack the mod, extract the contents of the campaign maps in C:\Users\(Username)\AppData\Roaming\Command...
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...
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...
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...
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...
Is a 1.8 planned?
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IF YOUR GAME WON'T START GO INTO "GRAPHICS" AND SET THE "DETAIL" TO "HIGH" THEN IT SHOULD WORK.
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Good afternoon, a very high-quality mod, I really liked it, thank you for your efforts. Do you have plans to translate the mod into Russian? it would be just excellent
One of my favourite mod, but a little lacking in balance. The Nod bot loses to the GDI bot in all cases where they fight 1 on 1. Can you please replace Nod miliants to confessors, like BH in Kane's wraith, сardboard Scorpion tank to Avenger from C&C4;, flame tank to it's C&C4; analog or Devil's tongue from TE, give the Banshee turbo like in TE and give the Redeemer a rocket launcher instead of a second flamethrower? And give Dark Twilight the ability to fend off aircraft as well. Also you may delete the Fanatics, they are useless, but the bot keeps dumping tons of money on them. And please bring back the standard GDI commando so that he can be used together with zone commando like Cobra and cyborg commando in Nod. Hammerheads also needs anti-aircraft equipment, GDI bot buys them in huge quantities (one time it was 200+ at a time) and loses them immediately bc of venoms or stormriders.
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love this mod--my only real concern is that when I play online multiplayer it tends to desync perhaps 15 minutes into a game. This has really put a kink into things. Otherwise my brother and I would play it a lot more. Any ideas on how to avoid the desyncs? Playing skirmish against AI seems to generally work fine and is fun.
there is a problem with the mod where playing vs GDI/Nod AI desyncs the game, something the AI is building or using. Playing only vs scrin AI works atm so just play against that for now
Guys i run the game on the EA app, but i cant find a solution to start the mods, everytime i start the game it launches the Kane wraths and the tiberium wars i choose one and the game starts whitout the mods!
If you’re still looking for a solution. This mod launcher works for me.
Github.com