CnC Post-War is a Command & Conquer 3 Tiberium Wars total conversion taking place in a fictional post-apocalyptic future scenery, where the earth has suffered greatly under the consequences of resource scarcity and the devastating wars that came along with it. Nations and borders have been vanished away, the last survivors of this cataclysm are grouping together in different militias and clans, roaming the wastelands and gathering the last resources. Become the leader of one of these splinter cells and fight for their survival. Welcome to the wasteland, Commander!
This mod features new factions, units and gameplay elements with the most significant as follows:

The new standard gameplay mode. Instead of constructing your base first, you start with a small group of units, capture outposts, and build small supply zones to gain credits and demand new forces. Each player starts with a certain number of command points, which decrease with every unit you lose. Your objective is to either kill all enemy forces or reduce their command points to zero before they do so to yours. Furthermore you can gain a leverage by dominating the battelfield, i.e. holding more than 2/3 of all outposts on a map, and make your enemies' command points to suffer permamently until they are able to switch the situation.

The Peacekeepers
The first playable faction is an alliance of mainly ex-soldiers and idealists, led by the idea of bringing rest to wasteland again and reconstructing a functional society. The Peacekeepers heavily rely on modified US equiptment that has been left in old military bases and with which their mostly trained forces have solid experience.

While credits are earned by holding outposts and building supply depots in them, fuel replaces the C&C-typical energy and is needed to keep your vehicles running. To increase your fuel level you should explore the map and capture some fuel sources like old gas stations.

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17 comments by T.CrackIt on May 24th, 2013

This is it. After months of hard work, absence and resumption of this project I'm glad I can finally offer you some playable material. Choosing the C&C 3 SAGE engine has often proven as wrong and I'm not as satisfied with the current result as I'd like to be. Minor details have cost an excessive amount of time, other elements had to be adapted to the engine's limitations or were completly cut off. There are a few problems that could not be solved yet and which are enlisted under "known issues". Anyhow, this should of course not mean that you cannot have a lot of fun with this mod!


The first release version includes one playable faction (the Peacekeepers) with all units you have seen on screens so far. Actually it was planned to have at least one controllable air unit (an Apache based attack helicopter), but at the moment there are none. Futhermore it includes three maps, all with the conquest system, and all with working A.I..

Known issues:

  • Some of the UI elements are not reworked yet, and a lot of menu stuff is actually still in progress. These, however, are cosmetic issues only!
  • The A.I. in general should be seen as a placeholder. In the current state it sometimes tends to have problems with capturing outposts, although it has units in it. This should be an A.I. only issue. If you experience similar bevavior in multiplayer matches please report me!
  • Infantry is not supposed to be able to shoot out of Badgers. Occasionally this happens though.
  • Sudden unit rotation is part of the engine's bad habits and cannot be fixed.

If you notice any other bugs, imbalances or the like, feel free to leave a comment or report me via PM. An installation guide and further info are included in the readme file.

What's next?

In case you are still reading here, you might also wonder what will come next for this mod. Originally it was planned to get the first release out much earlier and to reveal a second faction after this. At the moment, however, this is not going to happen until I will find another modeller and texture artist, which brings me to the last point of this news:
I'm looking for:
- A modeller
- A texture artist (for models in first line, UI/promotional stuff optionally)
- A talented mapper (for semi-realistic map-style, like the ones this mod includes)

Other than this, what will follow next, is probably a bugfixed version, if required.

That's it so far. Wish you some nice matches and hope you enjoy the mod!

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Release Version 0.1

Release Version 0.1

May 24, 2013 Demo 18 comments

First playable version of CnC Post-War. Includes one playable faction (the Peacekeepers) with all units you have seen on screens so far. Furthermore three...

Post comment Comments  (0 - 10 of 76)
tatdaddy13 Jun 19 2014, 5:39pm says:

Does this work with the update? I have Win7, and when I follow directions in the read me, the Mods tab doesn't show up on the menu. Tried to link files other methods, but no luck. Any help would be great! Thanks in advance!


+1 vote     reply to comment
onikenshin Jan 25 2014, 8:26pm says:

Possible single player campaign?

+1 vote     reply to comment
X1Destroy Dec 1 2013, 2:40pm says:

It's been several months now.....How is the progress?

+2 votes     reply to comment
JakeHeinrich Nov 10 2013, 10:50am says:

Are you going to add Raiders and zombies in the next update(s)?

0 votes     reply to comment
X3N Aug 8 2013, 6:33pm says:

I am very impressed. I have great respect for you T.CrackIt... Thank you for showing something new and different in the world of modding for C&C3 ... My congratulations! :D

+2 votes     reply to comment
protestifications Jun 4 2013, 7:26pm says:

this looks promising, awaiting more :)

+2 votes     reply to comment
Oneofthe8devilz May 30 2013, 10:14am says:

The demo plays surprisingly well :) Is there a way to disable/increase the capture points system as it currently shortens the matchtime a bit too much for my taste ?

+1 vote     reply to comment
T.CrackIt Creator
T.CrackIt Jun 16 2013, 8:26am replied:

At the moment not really, sorry!

+1 vote   reply to comment
X1Destroy May 29 2013, 10:25am says:

I just noticed a funny thing.....The hard AI seems to like selling all of its buildings at late game and it does nothing after I destroy all of it's attack waves. It's still have alots of command points, however.

Anyway, I love the gameplay.

+2 votes     reply to comment
Oaks Apr 24 2013, 11:40am says:

Aaah,you're back.Someone should pick up my jaws down there after seing that trailer.
And you've managed to thought out that coding of Command points,outposts system?
As well as your units being disabled with no fuel avalaible?
Its so daaamn realistic and cool.

+4 votes     reply to comment
T.CrackIt Creator
T.CrackIt Apr 24 2013, 4:37pm replied:

Sure, that has never been a problem ;)
What took a really long time was the AI, which still has its issues, but I think it's fairly useable now for the one or other skirmish match.

+7 votes   reply to comment
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C&C3: Tiberium Wars Icon
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Release Date
Released May 23, 2013
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Highest Rated (3 agree) 8/10

I loved to play this mod, in the beginning it was a bit hard to understand the new gameplay you created in the mod (its not like a normal RTS game and that's what I like about mods they are completely fresh. When I started to play the mod I expected to just build my army and have control points for resources. But that totally changed when I found out I need to hold them to (destroy) my opponent, I love the way how the game begins with just 2 Humvee's and a squad in them and how the Humvee's enters…

Jun 17 2013, 10:15am by MrTaxikiller

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