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.

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Mod Info

News 1 comment

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:

  • 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
  • Hammerheads (mainly transport aircraft) 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
  • MARV harvesting doesn't work in TW, same thing for Eradicator Hexapod gaining money from kills (Recyclotron system)
  • Laser Fencing/Sonic Repulsion Field/Ion Shields upgrade only grants an armor bonus in TW. Preventing C4 charges and engineer captures seems to be only a KW thing
  • Mechapede functions are only KW. That's why they are a mind-controlling unit here. (For that I removed Cultists)
  • Production structures can only have 1 training animation (and that's also why Redeemer's training animation isn't as cool as KW)
  • 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 hope you guys will enjoy this mod!

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Firestorm 1.8 Update

Firestorm 1.8 Update

News 27 comments

After 2 years, the next version of Firestorm is almost ready, and with it comes a massive amount of new content and features!

Next version of Firestorm

Next version of Firestorm

News 18 comments

The long wait is over, and the next update of this mod is here! (version 1.65)

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Firestorm 1.8

Firestorm 1.8

Full Version 33 comments

A new version of Firestorm! It's been ages since the last release, I hope you guys enjoy playing! If anyone wonders why the edited campaign maps have...

Firestorm 1.7

Firestorm 1.7

Full Version 44 comments

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...

Firestorm 1.65

Firestorm 1.65

Full Version 51 comments

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...

FireStorm 1.55

FireStorm 1.55

Patch 23 comments

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...

FireStorm V1.5

FireStorm V1.5

Full Version

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...

FireStorm V1.4

FireStorm V1.4

Full Version 26 comments

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...

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Guest
Guest - - 700,050 comments

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Shadslayr
Shadslayr - - 147 comments

GOOD GOD THE CAMPAIGN ADDON IS SO MUCH BETTER. dont know why i slept on it for so long but it has fixed everything in the campaign i hated. missions are no longer FAR too easy and i have to use my brain to make it work.
Well done Firehawk-Ph4ntom

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Firehawk-Ph4ntom Creator
Firehawk-Ph4ntom - - 294 comments

Heh the campaign addon was made by steamroller99 not by me, great that you enjoy it though

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Shadslayr
Shadslayr - - 147 comments

i shall make the universal cry of all GDI commanders. **** the nod arty. lol good work on the mod mate Firehawk-Ph4ntom and excellent work on the campaign addon Steamroller99

PS: MOAR ROCKETS, i know its broken as hell but i would like to be able to build two ripple batteries.

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Guest
Guest - - 700,050 comments

gdi anti air is so lackluster man

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Nidsi
Nidsi - - 6 comments

I completely agree. They have unquestionably the worst possible AA buildings, ground units and even air is pretty weak, as firehawks are literally any sort of counter you can make. The jetpacks are actually decent, but they are extremely squishy with rather short range. I always personlized GDI with the most defensive faction and here they seem to have worst defences of all tbh, with barely existing anti air and way shorter range of their buildings (there is completely no competition now that both obelisk of light and storm columns can be charged to increase range and speed). A little question, but why not have 2 options with the current and previous anti air structures, just the one with rockets being for AoE to counter groups of units and other one for single target with longer range? Scrin have INSANE storm columns that cancel every existing air unit and nod have not only very spammable and fast venoms, but also the cyborgs (especially these for 2200 from secret shrine) that delete every air with instant laser shot. Even the GDI special defensive structure seems to be the worst, as rockets take long time before landing and their damage is very questionable, while the NOD's incinerating tower does lot of AoE removing every infantry and low armor vehicle from existance and the Scrin barrier building literally cancels enemy super weapons.

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Firehawk-Ph4ntom Creator
Firehawk-Ph4ntom - - 294 comments

What if missile batteries had sonic shell upgrade lategame

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Nidsi
Nidsi - - 6 comments

Any improvement sounds good for sure, but I feel like the biggest concern is mostly the projectiles speed of the rockets and the very range of the turret itself, ofc unless sonic shells can fix that issue :P Tiberium essence solved it in a way that as the update that works on the anti-infantry and anti-air turrets increases not only damage (I think it was 25-50%), but also slightly improves range (10% bonus range), which was actually really good way to fix the biggest weaknesses, but not make it overpowered.
PS. I'm not 100% sure, if it was in your previous Tiberium Insanity mod, but I saw some really well thought upgrade for the orcas and firehawks that increases their ammo capacity by 50% (rounded up), which is perfect as spamming airfields takes soooo much space and your cant make the smaller airfields like in Kane's Wrath.

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GenesisAria
GenesisAria - - 111 comments

Build more orca rigs. They self-repair, making them more balanced compared to nod AA. I abuse these in other mods as well for my primary defence as gdi. More range (or faster traveling rockets) could make the turrets less of a waste of money though.

Likewise on nod, cyborg reckoners + factories or phantoms are a steel wall.

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Nidsi
Nidsi - - 6 comments

Thing is that on most of skirmish maps there aint dropship bays and it's the only way to make orca rigs. Honestly I think some more units should be added to the standard GDI airfields like it was done in the tiberium essence mod, because for now it looks quite poorly having only 3 units there with actually 2 of them sharing the same airfield slots (firehawks and orcas). But I do agree that an upgrade for rocket fly speed with maybe some slightl range increase (currently before u detect and hit anything ur AA turrets are basically gone) would be a great improvement.
PS. Adding those deployable APCs to standard factory instead of the dropship bay would also be a great use, as they are also a great defense improvement, altho very weak on AA side.

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