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.

Description

: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 missile just 1 shotting 90% of all scrin units/buildings. Plus I have re-added GDI silos due to some people complaining about their economy filling up quite fast with no extra storage. Also, some balance tweaks have been made, the changelog containing all the other changes is in the zip folder. Enjoy!

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FireStorm V1.2
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Radu273
Radu273 - - 1,442 comments

THE ganeplay is ok. but what about tiberium insanity? will you continue it? what is the reason for developing this second mod? has another focus of the gameplay?

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Firehawk-Ph4ntom Author
Firehawk-Ph4ntom - - 272 comments

I will get back to Tiberium Insanity eventually and get it up to date, I just can't work on 2 mods at the same time. However, I do still have plans for it like getting the campaign working, but that is not gonna happen for a while.


I ported the mod over to TW because a) TW has better mod support. TW tells you of a bunch of bugs and errors in your code that you wouldn't even expect to be there. There were many instances when I ported over some of my KW stuff to TW, and TW kept giving me a sign that I had errors (not including the KW stuff that doesn't work in TW)

b) For people who don't have KW and only have TW, it would be nice for them to try out the mod in some sort of way. If you have KW, then play the KW version

c) Campaign and custom missions. Haven't you ever thought of what the TW campaign would look like with this mod? Thing is, when I first thought of modding, I wanted to mod TW because of the campaign and story. Yet I ended up with KW as a base because the person who helped me mod knew more about KW, and at that time, I had no experience at all with the SAGE engine. That person helped me a lot get Insanity to where it is now, and I am very grateful.



Hmm honestly, that could be an idea. I was thinking many times of how FireStorm could be the balanced version of Tiberium Insanity (2 mods, 1 balanced, 1 unbalanced, and just for fun)

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Guest
Guest - - 689,149 comments

Hi. I have question: How install this mod to main game, which folder to move to?

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-4Reditty-
-4Reditty- - - 10 comments

You must have the "MOD" folder in C&C TW documents, if you do not have this folder, you must create it.
After checking this, to run the MOD you will need to open the game's MENU before starting it. To do this you must follow this example: Right click on the game's ICONE and go to the properties, select the "SHORTCUT" tab and change the destination by placing "-UI" in front of the launcher: EX "D:\Program Files (x86)\Origin Games\Command Conquer 3 Tiberium Wars\CNC3.exe" -ui
Once this is done, the game will open the main MENU. Then just open the game and go to "GAME BROWSER" and then "MOD" and select the MOD you want to play.

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