STEAM GROUP
CNC3: TALON Mod T-Mod
STEAM GROUP
CNC3: TALON Mod T-Mod
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ABOUT CNC3: TALON Mod

This group has been set up so that anyone playing CNC3 with the TALON mod can find other people to play with.

The TALON Mod is an extensive balance mod for the EA game
"Command & Conquer 3: Tiberium Wars".

Primarily aimed at multiplayer, the mod takes gameplay away from predictable tank rushing and instead requires players to use a variety of units as well as genuine tactics and strategy to win.

To download the latest version of the mod go to our development page at ModDB (see link to the right).

Some Key elements of the mod;
- Defenses are effective against tanks
- Artillery units are more effective as a counter to defenses
- Units are more role specific. e.g. Tanks are strong versus ground units but have no AA weapons.
- Many per-unit upgrades added to the game
- Factions are much more defined now. Only Nod has mines, stealth. Only GDI has repair drones and EMP. Scrin is the only one that has portals and shields.
- Special Powers and Super weapons are much more effective
- Units gain veterency quicker.
-Unit speeds now match when it makes sense. E.g. Devastators and PAC's travel at same speed. So no more armies all arriving somewhere at different times.
- Stealth much more effective for Nod (Disruption Towers are stealthed, stealth detection removed from all units and defenses except ones with a role designed to detect stealth.)
- Scrin heal in Tiberium
- GDI Orcas much more effective (no base returns for missiles and a chaingun has been added)
- Battlebases are much tougher now
- Several quality maps included

..and much more. See the readme for all changes.


TALON Mod development Site (ModDB)
TALON Clan Website[www.talonclan.com]
TALON Mod YouTube Page
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RECENT ANNOUNCEMENTS
TALON Mod Map Pack
TALON Mod 1.35 Released
15 Comments
HawK 27 Feb, 2018 @ 3:38pm 
The missing names are just a few of the smaller items that were never finshed with the mod unfortunately. There's nothing in there that's major though just some labels like that that are missing. Glad you're enjoying the mod.
arubinig 26 Feb, 2018 @ 8:19am 
Thanks Hawk by the reply. I already finished 4 skirmish 3x3 playing with 60fps fix plus speed bar a bit less then half and the speed and fluidtity was very very good, the mod behaviour is absolutelly ok. Talon mod is the best mod that i ever played for C&C3. Thank you very much!
I noticed a small glicth, IIRC was some names missing like this: "missing name: TiberiumScan"
HawK 25 Feb, 2018 @ 7:14pm 
Hi arubinig. The mod works well in skirmish. I have never adjusted the speed of the game. The mod was developed with it at the default setting, but adjust if you feel it's necessary. The website is an old site for a clan and is now not in use any more. Hope you enjoy the mod!
arubinig 25 Feb, 2018 @ 4:49pm 
Hello Talon mod mates,

First I'm sorry for my English, it's not my native language.
I started playing C & C 3 TW again after acquiring a 3D monitor and I have to say it looks really cool, everything looks like it's alive as if it were a model. Very good!!!

But getting back to focus, I have some technical questions about the Talon mod:

1. By the time I will play skirmish off line on maps with teams 2x2, 3x3 or even 4x4. Talon mod works well for this situation?

2. Any recommendations for the speed of the game on that speed bar that appears for skirmish game? When I play vanilla I usually put it a little below half.

3. I play vanilla also with 60fps fix and then reduce the speed bar a bit more and it gets really good. Any comment on this scenario with Talon mod?

4. Is the talon website (www.talonclan.com) yet active?
HawK 30 Sep, 2016 @ 2:53pm 
As far as being hit by a superweapon goes; the build time actually should have worked in your favor here. If you’re playing Ai, they’re gonna build a SW and it takes at least 20 minutes for a SW to be built and then charged to fire, which is good amount of time to be ready to counter it. If you just want to counter it with another nuke and then yes it’s a race to see who builds first, but you can take out SW’s in other ways.

And money storage shouldn’t be an issue either. The money you make doesn’t gain interest so spend it!!! If you’re not spending money you’re not building structures / upgrading or building units. I play the mod all the time and maybe at the very end of a round have a lot of money and I can spend that in seconds if I want to tier 3 units. Part of this comes down to being familiar with all of the upgrades available on structures and units as there have been a lot of changes with the mod. You won’t find all those in just 1 game.
HawK 30 Sep, 2016 @ 2:53pm 
The third reason we slowed build times down was to make people have to decide how they wanted to specialize. Again, in the vanilla game you get everything built and researched in no time, so there’s nothing to think about, and no variation in what one player has compared to another. That makes things more predictable as far as knowing what to expect from your opponent. When I play the mod I’m like that I’m always guessing when the opponent will upgrade to have the ability to use artillery (better BTW in the mod) or drop pods, or tier 3 units or a super weapon. Why have everything in the first 5 minutes?


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