Tiberian Wars Advanced 1.5 Stuff
Admiral FCS
06 Sep 2008
Sorry to be noob, but do I need TWA 1.4 for 1.5 & 1.51 to work? >.<
Awesome mod, now I almost finished campaign and can finally starting to play skirmish with this. Awesome
Awesome mod, now I almost finished campaign and can finally starting to play skirmish with this. Awesome

ĦѦʠʠɵƇҟ Ϣϙɩƭ
07 Sep 2008
Aww man, I really want to play it, but my copy of C&C3 wont play, with some "emulation" error.
I like the shiny tank on page one.
I like the shiny tank on page one.
Kichō
07 Sep 2008
ĦѦʠʠɵƇҟ Ϣϙɩƭ
07 Sep 2008
No I dont use those, my copy is legal/ I don't make cd's with those, or any other in fact.
Admiral FCS
08 Sep 2008
Some Bugs:
-Spectre uses Juggernaut voice ALL TIME
-Sometime when you double-click Militant replacement it select Rocket Squad as well, vice versa sometime.
-Riflemen Squad's Foxholes sometime look like it isn't finished, screenie soon.
-Spectre uses Juggernaut voice ALL TIME
-Sometime when you double-click Militant replacement it select Rocket Squad as well, vice versa sometime.
-Riflemen Squad's Foxholes sometime look like it isn't finished, screenie soon.
Kichō
08 Sep 2008
Stygs
06 Nov 2008
*bump*
One of the additions for the next version (aka 1.53) will be a new aircraft, the Nod Wraith Fighter.
Gameplay wise it will be a tier-3 fighter aricraft, very fast and mobile, but with 2 drawbacks: It hat a limited ammo storage and a minimum attack range, making it prettty powerfull against slow targets, yet it can easily shot down by Stormriders and other untis that can stay behind or inside the minimum range.
Wraith Render:

Wraith ingame:

Attacking Wraith:

Once again, this awsome model (and its description text) was made by Golan.
One of the additions for the next version (aka 1.53) will be a new aircraft, the Nod Wraith Fighter.
Quote
While the Banshee, being a prototype and basically the first of its kind, was heavily reliant on alien technology, its successor is based 100% on Nod´s state of the art technology, which didn´t assimilate the alien technology but rather was itself reinvented based on the new insights gained from the Tacitus. Due to its anti-gravity capabilities and its four heavy, conventional engines, the Wraith is one of the fastest aircraft at its time while still being extremely maneuverable. A pair of plasma cannons give it exceptional attack capabilities against most targets and the standardized mainframe can be outfitted with various additional weapons. It is even speculated that some of these aircrafts have been outfitted with stealth generators.
Gameplay wise it will be a tier-3 fighter aricraft, very fast and mobile, but with 2 drawbacks: It hat a limited ammo storage and a minimum attack range, making it prettty powerfull against slow targets, yet it can easily shot down by Stormriders and other untis that can stay behind or inside the minimum range.
Wraith Render:

Wraith ingame:

Attacking Wraith:

Once again, this awsome model (and its description text) was made by Golan.
Warbz
06 Nov 2008
Wow, I don't know how I missed this before, but the artwork here is brilliant.
I like the added tiberium fiends also, do they server the same role as the little blobs in earlier tiberium series games?
I like the added tiberium fiends also, do they server the same role as the little blobs in earlier tiberium series games?
Stinger
06 Nov 2008
I'm curious as to whether or not you have rebalanced the units in this mod.
One of my major gripes with Spam Wars and Kane's Wrath was that it took thousands of credits' worth of units to destroy buildings in an acceptible time frame. A single Predator Tank could fire on a building that was on auto repair and still not destroy it after 40 seconds (IIRC, I tested this on a Power Plant; basic structure). WTF?
A single Rifle Squad or Missile Squad in your base should be something that you cannot afford to ignore.
Have you addressed these things and the unit veterancy?
Tiberium Wars was missing a hard counter system, also. Rocket Squads killing Rifle Squads and other bullshit.
Nice work on the fighter, BTW. You should be pleasing the fans and keeping them coming back for more with these regular installments.
Edit: Curiosity got me so I've decided to download the latest version.
Edited by Stinger, 06 November 2008 - 20:14.
One of my major gripes with Spam Wars and Kane's Wrath was that it took thousands of credits' worth of units to destroy buildings in an acceptible time frame. A single Predator Tank could fire on a building that was on auto repair and still not destroy it after 40 seconds (IIRC, I tested this on a Power Plant; basic structure). WTF?

A single Rifle Squad or Missile Squad in your base should be something that you cannot afford to ignore.
Have you addressed these things and the unit veterancy?
Tiberium Wars was missing a hard counter system, also. Rocket Squads killing Rifle Squads and other bullshit.
Nice work on the fighter, BTW. You should be pleasing the fans and keeping them coming back for more with these regular installments.
Edit: Curiosity got me so I've decided to download the latest version.
Edited by Stinger, 06 November 2008 - 20:14.
BeefJeRKy
06 Nov 2008
If I had to offer any sort of critique regarding that model, it has to be the skin. IMO, it could use some work especially at the front part of the wings where there is quite some distortion. Honestly it looks a lot less HQ than most of your other models/skins.
JJ
07 Nov 2008
Quote
IMO, it could use some work especially at the front part of the wings where there is quite some distortion.
This.
Anyway nice, and since you're pretty much the only active partial addition mod that has new units and stuff, you are actually the best in your field.

Stinger
09 Nov 2008
Having played a bit of the mod, I feel that it takes too long to get going, with some structures taking up to half a minute to build (40 seconds for a Refinery!).
Unit lethality is still a problem: It takes thousands of dollars' worth to destroy a building in a short space of time - only now it takes longer because the game is so painfully slow. It's almost as if there is a no rush feature built in and the speed of gameplay suffers for it.
The models, visuals and new icons for the Grenadier and Sniper Team are quite nice, but overall the gameplay failed to impress me.
Edited by Stinger, 09 November 2008 - 22:47.
Unit lethality is still a problem: It takes thousands of dollars' worth to destroy a building in a short space of time - only now it takes longer because the game is so painfully slow. It's almost as if there is a no rush feature built in and the speed of gameplay suffers for it.
The models, visuals and new icons for the Grenadier and Sniper Team are quite nice, but overall the gameplay failed to impress me.
Edited by Stinger, 09 November 2008 - 22:47.
Golan
10 Nov 2008
Could you please be a little bit more specific? Do you see the doubled build times as a general problem or only for low-tier structures (as for example, ShW also features high-tech structures with buildtimes around 30s to 60s)? What about defense structures, is it a problem there?
About unit lethality and rushes: Did you try PP Rax Rax Ref? What maps where you playing on? Do you feel that lethality against structures a general problem or only of the non-anti-structure units? Do you feel that there´s a distortion in the effectiveness of AS units (like Flametanks, Devastators, Missileman with HEAT) to regular units (tanks, riflemen, scouts)? Did you try using engineers/saboteurs/assimilators to take out structures? Is lethality only a problem against structures or a more general issue? Do you feel that any of the AI, AA, AT or AS groups are notably less lethal than the others?
Did you see any other new content besides the Grenadier and Sniper Team?
About unit lethality and rushes: Did you try PP Rax Rax Ref? What maps where you playing on? Do you feel that lethality against structures a general problem or only of the non-anti-structure units? Do you feel that there´s a distortion in the effectiveness of AS units (like Flametanks, Devastators, Missileman with HEAT) to regular units (tanks, riflemen, scouts)? Did you try using engineers/saboteurs/assimilators to take out structures? Is lethality only a problem against structures or a more general issue? Do you feel that any of the AI, AA, AT or AS groups are notably less lethal than the others?
Did you see any other new content besides the Grenadier and Sniper Team?
Dutchygamer
10 Nov 2008
Stinger, in case you didn't know, but in TS/RA2 the build times where even slower, including for units. And as this mod wants more the original C&C feeling, the build times are slower...
Stygs
16 Jan 2009
While the implementation of the Wraith in TWA certainly made life easier for Nod players, it soon showed a flaw in CnC3 - while hangars are needed to support the planes, they take away a lot of space in a base.
Hence, one of the changes for future TWA versions will be the introduction of Support Airfields for GDI & Nod. Each of them can support 2 planes, allowing the player to increase his airforce without loosing to much buildspace. However, since they are only intended as support, they are unable to build new aircraft and only have 1 repair drone (instead of the 3 normal airfields have).
It also worth noting that airfields in general got a health increase to make them less vulerable.

Models & textures were made by Elmo & EA.
Hence, one of the changes for future TWA versions will be the introduction of Support Airfields for GDI & Nod. Each of them can support 2 planes, allowing the player to increase his airforce without loosing to much buildspace. However, since they are only intended as support, they are unable to build new aircraft and only have 1 repair drone (instead of the 3 normal airfields have).
It also worth noting that airfields in general got a health increase to make them less vulerable.




Models & textures were made by Elmo & EA.