Command & Conquer Tiberian History is a small mod that adds a few new units. The idea came about because I disliked some of the new units and structures in C&C 3 and longed for certain classic replacements. I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3 engine!
The Mod will be updated by adding a few units at a time (typically around 10 items).

The mod is a mixture of mostly EA & public models, has well has a few original models done by me.
Check for detailed information and for in-depth discussion.

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GDI Jackhammer Upgraded Jackhammer firing weapon! Jackhammer upgrade
Blog RSS Feed Report abuse Latest News: Release 6 News snippet #1

3 comments by Madin on Mar 9th, 2014

Release 6 news snippet #1


One of rare positives to come from Nod factions legendary infighting is that they often come up with ingenious modifications to existing hardware in order to further their cause.
In this case a Nod faction that has a conflict with a rival Nod group that had occasional access to Stealth tanks, had strengthened their Turrets.

New Nod Turret

  • They improved the survivability by changing the construction materials.
  • Gave it increased stopping power.
  • Added limited stealth detection.
  • And most importantly they had greatly increased the rate-of-fire.

How was all these wondrous improvements accomplished? by placing the Turrets onto the bases main power grid!
Of course, it was the only way! The stealth detection, improved mechanised auto loader, laser sight partnered with improved target acquisition, all needed power.

"So what the hell is the point then?" ask a number of Nod base commanders, who rightfully point out that the most important factor of a Turret is the fact that it does not draw power from a base, and has such does not go down if a bases power is off-line.
Well some commanders questioned the point of the Turret full stop, even allowing for the fact that it does not draw power. The rather reasonable point they make is that for most Nod base commanders, power will never be an issue has it is perfectly normal for base commanders to run a base with a large excess of power. Things of course change drastically for those base commanders who are in charge of higher tech bases and who employ such exotic technology has stealth generators and Obelisk of light, but these commanders are not the majority.

It comes down to choice in the end. If you are happy with your Turrets in general, then you can simply accept the increased stopping power and build quality (although it should be noted that without power, the rate-of-fire is slower than the current Turret version).
If you want a much more 'modern' performance, then a complete refit package can be sent to any base commander that sends a request via their local technology lab. The upgrade package will not only convert your existing Turrets, but it will also give you the ability produce your own upgraded Turrets at will. But be warned, you should insure that you have some reserve power before you get this upgrade, several Nod base commanders were caught unaware when their upgraded Turrets were added to their power grid and their bases were plunged into darkness!

Upgraded Nod Turret


This is the new replacement Turret for Release 6 of Tiberian history. This now means that all Nod base defences have some kind of upgrade!
This is a 'Global' upgrade, so you only have to purchase it once (currently it is located at the Nod technology lab, although that might change in the future).
I had always planned on adding this kind of upgrade (way back before Release 1) but had never got around to it.

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Tiberian History: Release 5

Tiberian History: Release 5

Oct 10, 2012 Full Version 9 comments

Tiberian History release 5. learn important lessons from history!

Tiberian History: Release 4

Tiberian History: Release 4

Oct 10, 2011 Full Version 11 comments

Tiberian History release 4. A few more historical additions.

Tiberian History: Release 3

Tiberian History: Release 3

Feb 2, 2011 Full Version 4 comments

Small mod that adds 1 or 2 units associated with the history of the Tiberian games.

Tiberian History Release 2

Tiberian History Release 2

Sep 24, 2010 Full Version 7 comments

Beta version of release 2 of Tiberian History. Adds a few more units!

Command & Conquer: Tiberian History - Release 1

Command & Conquer: Tiberian History - Release 1

Apr 4, 2009 Demo 7 comments

Adds a few new Items. Command & Conquer Tiberian History Beta 0.01 This is a small unit mod. It adds a few new units and that's it! New models by...

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Guest Jun 12 2014, 4:15am says:

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Jackal87 May 6 2014, 6:24pm says:

Hey Madin, I love your work with the mod , keep up with the good work :) However I got something to ask you

1. Are you going to bring back old buildings from TD and TS ? those TW buildings seems to not fit well with the current units.

2.This will be more like a suggestion not a question, what I think is that you should remade Tiberian Dawn , you got almost everything done. I believe that many people would like to see this happen ,the project we all been waiting for Tiberian Dawn mod for C&C3 is silent for so long that nobody knows will it ever continue. Playing Tiberian Dawn in 3D would be the most epic experience ever and I think that many will agree with me, but all I want to say is that you should think about :) and keep up with the great work.

+1 vote     reply to comment
Madin May 8 2014, 8:35pm replied:

1. Has I wrote in the 'Mod status' post , I basically agree with you. However I find it extremely difficult to do new structures for C&C3. There should be a couple of new structures for release 6 that you might enjoy.

2. Not going to happen.

+1 vote     reply to comment
xdxsadd Apr 27 2014, 9:36pm says:

my game crashes when i start the GDI 2nd mission..anyone know why??

+1 vote     reply to comment
Madin Apr 28 2014, 2:13pm replied:

The Apache does not have an anti air weapon, so the game crashes (a Venom is supposed to show up and shoot down the Fire hawks).
This would be fixed for release 6.

It should be noted however that this mod does not get tested for the single player campaign so issues like this are always likely to occur.

+1 vote     reply to comment
xdxsadd Apr 28 2014, 5:01pm replied:

ty. and lol on the nod mission ''hampton roads'' where u have to destroy the bulding with the apaches run out of ammo killing all the infantry then leave the map...xD

+1 vote     reply to comment
jfpoliveira12 Mar 20 2014, 9:43am says:

I have a question. have you considered adding some more Forgotten Infantry or Tiberium Fauna to the Mutant Hovel? If you do, perhaps a few Mutants from TS would work nicelly in it.
Also: Could you change the Tech Turret (that tribarreled cannon thing on top of a real flimsy tower that you can capture with an engineer) to a more good looking model?

Good luck with this mod (and any others you may have), I cant wait to play the next version. BTW, I too prefered the Nod TD Grey theme to the TS full black, it makes them look more like an army and less like a suicide death cult, and Nod always hired mercenaries in the lore aswell, so I think it fits.

+1 vote     reply to comment
Madin Mar 20 2014, 4:50pm replied:
"jfpoliveira12" wrote:I have a question. have you considered adding some more Forgotten Infantry or Tiberium Fauna to the Mutant Hovel? If you do, perhaps a few Mutants from TS would work nicely in it.
Also: Could you change the Tech Turret (that tribarreled cannon thing on top of a real flimsy tower that you can capture with an engineer) to a more good looking model?

1st question: no I have not, and since Tiberium essence and Tiberium wars advanced both add to the Mutant hovel there is no pressing need.
2nd question: I do not design anything. There is no better version of the Defence tower so it will have to do.

+2 votes     reply to comment
BioClone Mar 18 2014, 3:48am replied:

what is the problem with have it on origin? its just the same...

+1 vote     reply to comment
Kaideliany12 Mar 26 2014, 11:15am replied:

I do not know where to put the mods to make it work. When I start the game it goes right to it. It does not have the intro thing where you can configure stuff before the game actually starts.

+1 vote     reply to comment
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Released Apr 2, 2009
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