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Platform
Windows
Developer
TALON Clan
Official Page
Talonclan.com
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Genre
Real Time Strategy

Average Rating

8.4

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The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting.

We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.

  • Predator Drones
  • Conyard Explosion
  • Nod Radar Building
  • GDI Radar Station
  • The Keep
  • Hadrian's Wall
  • Guardian Cannon Stealth Detection Upgrade
Structures in TALON Mod 1.3

3

Structures in TALON Mod 1.3

Structures received some big changes in TALON Mod 1.3. Here's some information about what changed and how those changes affect gameplay.

Feb 20, 2013 Article
Progress Report - February 2013

0

Progress Report - February 2013

A preview of the features that will be in the soon to be released TALON Mod 1.3.

Feb 16, 2013 News
Progress Report - January 2013

3

Progress Report - January 2013

It's been a long time but version 1.3 of the mod is close to being ready for release.

Jan 27, 2013 News
C&C3: Tiberium Wars mods supported (update)

19

C&C3: Tiberium Wars mods supported (update)

Commander you are needed on deck, it seems Desura has created mod support for Command and Conquer 3: Tiberium Wars.

Jun 30, 2011 News
TIPS

1

TIPS

This is a list of tips that we have been putting together that relate directly to the mod. If anyone has any others please feel free to post them.

Sep 23, 2009 Article
Comments  (0 - 10 of 546)
TalonH4wk
TalonH4wk May 21 2013, 7:08pm said:

If anyone wants to play the mod, feel free to add me as a friend in Steam. My Steam name is TalonHawK. I'll gladly play 1 vs 1 or comp stomp any time.

+1 vote     reply to
Guest
Guest Apr 15 2013, 9:00pm said:

This comment is currently awaiting admin approval, join now to view.

TalonH4wk
TalonH4wk Apr 16 2013, 10:03am replied:

Go to downloads (above), click on TALON Mod 1.3 and click the "download now" button.

+1 vote     reply to
zuss88
zuss88 Apr 4 2013, 2:54pm said:

is there something wrong with this mod? some upgrades r not showing up and the new buildings r invisible.

+1 vote     reply to
[=T=]Svein
[=T=]Svein Apr 4 2013, 9:03pm replied:

The buildings being invisible has to do with your graphics settings. The buildings we added aren't currently optimized for lower graphics settings, so you'll have to turn up those to see them.

Which upgrades aren't showing up exactly? There's some blank upgrades on some buildings that cost nothing and don't do anything because they force other upgrades off the screen so the player can't use them but the AI can (this is done for various reasons).

+1 vote     reply to
evilfishy
evilfishy Mar 27 2013, 7:18pm said:

mm, I've got it to work by asking origin customer services for a standalone version of TW rather than the package version in the ultimate edition. from there i uninstalled the package version and installed the standalone one. on another note, now that i'm playing the mod, ive noticed that the mutant hovel still produces mutants at the basic rate. this can be good to increase the demand for the mutant hovel, but I figured I'd let you know.

+1 vote     reply to
[=T=]Svein
[=T=]Svein Mar 28 2013, 1:41am replied:

Glad to hear you got it working. We'll see what we can do about the installer compatibility with the Ultimate Edition of CnC.

When you say the Mutants at the Mutant Hovel producing at the basic rate, I assume you're referring to the training time on them. I'd be lying if I said we didn't forget about the Mutant Marauders, mainly because we don't really use them ourselves so it never occurred to us to look at them for changes. I do agree though they should be tweaked to make them more appealing since they're somewhat of an "out of the way" unit to get access to and usually isn't worth the time or money to obtain.

Regarding your previous comment, I wouldn't say the slowing of the Devastators is redundant. There are plenty of times when you won't need to use a formation order, and for those situations a slower Devastator speed is needed.

+1 vote     reply to
evilfishy
evilfishy Mar 30 2013, 12:06pm replied:

I can easily agree to everything you said. good job with the mod! if you need help hunting down missing things in unit cards or such let me know, as i have already found a bunch of stuff that id gladly help out with. on another note... did you mean to make the radar stuff cost money? they cost as much as it takes to purchase the power initially.

+2 votes     reply to
[=T=]Svein
[=T=]Svein Mar 30 2013, 6:55pm replied:

Thank you very much! Yes those radar power costs were intentional. We wanted to give everyone the ability to scout the map, but since you're doing it without risk with those powers, we felt there should be a cost to them. It also helps control the economy a bit if a player decides to use them.

Help is also greatly appreciated, just go ahead and send TalonH4wk or I a message with anything you find.

+1 vote     reply to
TalonH4wk
TalonH4wk Mar 28 2013, 10:53am replied:

Regarding the speed of Devastators and formation move orders; I think people play differently and the changes we made can suit some different play styles. I like using formation move orders but I set them up by grouping types of units, (not having groups containing mixed units) as I like to have control of specific types of units in groups. That means there is no slowing down of faster units in effect because they aren't in one mixed group.

Also, Devastators are now available a lot earlier than PAC's so the slow down means they simply can't travel around a map as fast bombarding the bejeezus out of everything. Nothing to do with formations, just simply slowing them down as they are so effective at destroying structures.

+1 vote     reply to
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