Tiberium Wars Advanced mod (2024)

Fixes and Stuff (Beta 9) [Hotfix]

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Hotfix: There was an issue with the CABAL voice. It has been fixed now. If you downloaded the old version, please redownload it.

This update finally fixes some things that have bugged me for a while:

Gates now work better that before and are available for all factions.
Some Forgotten units have their voice filed edited so they dont refer to themself als "Orca" or Juggernaught" anymore.
Fixed issues with the bombard abillity for Specters and Hailstorm Launcher.

And of course various other stuff. As always, fell free to post any suggestions and ideas in the comments.

1.8 Beta 9
-Reload time for all SuperWeapons (Nuke, Ion Cannon, Rift Gen and so on) has been reverted to the vanilla value of 420s instead of 300s
-Anti-infantry infantry that deals splash damage (Grenadiers, Zone Raider, Black Hands and so on) now deal reduced damage to units of the same type owned by the same player. This should help with clumped units and friendly fire issues.
-Tiberium harvesters should now have blue Tiberium particles effects while harvesting blue Tiberium
-Added two new Tiberium spawner for mappers: A blossom tree for green Tiberium abd a large blue crystal for blue Tiberium
-Overhauled the gate code:
*All gates (build and preplaced on maps) should default to the auto mode setting (open unless an enemy is near). This should make them easier to use and avoid problems for the AI in custom maps.
*Various bugfixes related to gates
-All wall parts (wall, hubs, gates) can now be repaired like regular buildings
-Added a new EVA voice file: "Select Tiberium field". Its used for special powers like the catalyst missile.
-Added a new EVA voice file: "Destroyed unit sightened". Its used when spotting a huask instead of the generic "enemy unit sightend". Sadly, there were no existing EVA voicelines that use the word "husk", so I had to come up with something else.

CABAL:
-Fixed some model glitches with CABALs infantry when stealthed
-Added gates for CABAL (just like the walls, they are identical to the Nod ones atm)
-Switched buttons for MCV and Souvereign Tank in the Nano Assembler/Replication Center around
-Mole APCs now require a Communication Hub again

GDI:
-Removed the weapon inaccurancy from the GDI Commando - dealing with infantry should be easier now
-Fixed an issue where the Tiberian Twilight Mastodon would not use its turret

Forgotten:
-Added gates for the Forgotten (just like the walls, they look identical to the GDI ones atm but are affected by the building armor upgrade)
-New "Crystalisation" special power: Can be cast at a tiberium field and increases Tiberium growth for a bit (imagine a powerfull Growth Accelerator with a limited lifetime). Best used on depleted fields to regrow them quickly.
-Edited the sounds for all Forgotten aircraft and removed all mentions of Orca, Firehawk, Hammerhead and so on
-The button for the passive "Horde Bonus" abillity is now disabled to avoid confusion. Its a passive skill, it doesnt need to be pressed to be activated.
-Fixed some stuff for the Outcasts to make them more usefull:
*They dont get the Horde Bonus anymore
*Removed the "Scavenged Weaponry" upgrade - it didnt actually changed anything related to the weapons, it just increased the armor. From now on, the improved armor will be the default
*Added the "Basic Training" upgrade to them
*Increased weapon ranges. This should fix an issue where their molotov range was lower than the molotov range of upgraded Forsaken
-Various fixes for the Commando. The Commando can now also be used as spotter for Juggernaughts, Specters and the Hailstorm Launcher
-Hailstorm Launcher require the Armory again. Seems like that setting was removed for testing once and overlooked. Also fixed their "Bombard Spotted Target" abillity to work like you would exspect and removed all mentions of Juggernaughts from their sounds

Nod:
-Increased the research time for "Tactical Nuke Warheads" from 48s to 72s (aka +50%) as it was to low for its price
-Fixed an issue where Specters "Bombard Deployed Beacon" abillity would still fire their regular shells when the unit has be upgraded with nuke warheads

Scrin:
-Made the upgrade holograms over scrin buildings a bit brighter and moved some a bit for better visibility
-Added gates for Scrin (and buildup anims and damage textures for Scrin walls)

Small Update (Beta 8)

News 1 comment

Due to a lack of time, this update is very minor. It does feature some small improvements for CABAL however, so I figured people might still want it.

Time for a update (Beta 7)

News 5 comments

Thanks to Skewer, I finally got around adding all of CABAL_REBORNs new voicelines to the game. So no more TW Nod EVA for CABAL. Hurray! The rest of the...

Tiberium Wars Advanced 1.8 (Beta 6)

News 6 comments

Major changes include: New CABAL voice lines; Rebalanced CABAL/Forgotten Power Plants (cause they were way better than the others); Removed the leftover...

Tiberium Wars Advanced 1.8 (Beta 5) Hotfix

News 2 comments

Fixes two major issues with the last update: Removed the "Tiberium Generator" building from Nod (for now) and readded the selection box for the GDI Dropzone...

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Tiberium Wars Advanced mod (2024)

FAQs

Why is Tiberium so valuable? ›

Tiberium leeches metals and other heavy minerals out of the soil, concentrating them in crystals which can be easily collected by specialized vehicles (Harvesters) and processed (in a specially designed Tiberium refinery) into easy to use resources. As such, it is an amazing opportunity for any economy.

What is the difference between blue and green Tiberium? ›

A blue tiberium crystal is identical to a green tiberium crystal, but gives more research points. Also note that red tiberium crystals do not come back, while green and blue tiberium crystals do (they 'regenerate' and are returned to the map after a couple of minutes).

Is Kane's Wrath before Tiberium Wars? ›

Thanks! The first part takes place before Tiberium wars. The second part takes place during. The third parts place after.

Why was Tiberium cancelled? ›

TIBERIUM was a first-person tactical combat game (much like Renegade) that was being developed by Electronic Arts Los Angeles, cancelled in September 2008 due to not meeting standards of Electronic Arts. It followed the story of GDI forces under Ricardo Vega after the Third Tiberium War.

How long to beat Tiberium Wars? ›

When focusing on the main objectives, Command & Conquer 3: Tiberium Wars is about 23 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 36 Hours to obtain 100% completion.

Is Red Alert and Tiberium Wars connected? ›

Since then, Louis Castle has said that connecting Red Alert with the Tiberium series was a "failed experiment". Red Alert introduces the Allies and the Soviets as rival factions roughly analogous to NATO and the Warsaw Pact of the Cold War.

Is blue Tiberium worth more? ›

Tiberium has three stages of growth: seedlings, medium, and mature. Each stage is worth a different amount of money when harvested (stated below). Blue Tiberium works identically to green Tiberium, except that it takes twice as long to mature and it is worth twice as much (crystal maturity relationship is the same).

Does Tiberium regrow? ›

Although, the Tiberium does regrow from the crater left by an 'Overlords Wrath', as long as the point of impact isnt on a structure.

What year is Tiberium Wars set in? ›

Command & Conquer 3: Tiberium Wars, released March 29, 2007, was a return to the real-time strategy roots of the Command & Conquer series. As a direct sequel to Tiberian Sun, Tiberium Wars is set in 2047 and features the introduction of a third faction, the Scrin.

Who won the first Tiberium war? ›

The First Tiberium War was a global conflict waged between the United Nations Global Defense Initiative (GDI) and the Brotherhood of Nod. This war began in the late 1990s and ended in a GDI victory three years later in the early 2000s.

What does Kane's Wrath add? ›

Kane's Wrath focuses around the events after the Firestorm Conflict, before and during the Third Tiberium War, and shortly afterwards. The game introduces new sub-factions formed from the three original factions, each with new and edited units and different play styles.

What is Tiberium used for? ›

Uses. Since Tiberium leeches valuable minerals from the earth, refined Tiberium can be used to manufacture war materiel. Tiberium is also a source of clean energy, since the process by which matter is transmuted into Tiberium gives off powerful energy.

Is Tiberium radioactive? ›

Verdu describes these Tiberium concentrations as "oddly beautiful fields of green crystal that [kill] everything around them". The substance is radioactive and is extremely toxic to carbon-based life, causing either death or severe genetic mutations in plants, humans and animals alike.

References

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