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 Forums.revora.net for detailed information and for in-depth discussion.

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GDI: History Nod: History Medic!
Blog RSS Feed Report abuse Latest News: Release 6 Update

0 comments by Madin on Dec 16th, 2014

Release 6.10 proposed changes


Intro

This update is deemed necessary because of several issues that are being caused by Nod (both AI and player controlled).
Release 6 was only tested on the official maps, which are simply not enough to provide a stress test of the mod.
Having downloaded a 'silly' instant regrowth tiberium map, the issues are more apparent.

Performance fixes

  • Nod AI can no longer use the Radar jamming support power. There is a noticeable pause every time the AI uses this power, and until I can find out why, I will remove the AI usage of it.
  • Nod AI can no longer use the Decoy support power. The AI's ability to cheat while using this support power was becoming a problem + from a performance perspective a support power that instantly creates a bunch of units which use game engine resources was not very sensible.
  • Nod AI can no longer use the Buggy EMP ability. There are several issues with the way the AI attempts to use this ability, and until I can work through them I am disabling the AI's usage of it.
  • Nod AI Banshee no longer use the 'Aircraft scan' support power. They do not really need it.
  • Nod AI will now build the SSM a lot less frequently. They often go over the top with the number of SSMs they build.
  • Reduced the number of particles that are used for the SSM chemical and napalm warheads.

Fixes

  • GDI Component tower SAM upgrade cost is now correctly $700 and takes 7s to research (was $800 and 8s). I had forgotten to change the upgrade price!

Balance changes

Please note that these are emergency nerfs!
GDI

  • Jackhammer warhead 'CANNON' damage no longer effects infantry. There is a special 'SNIPER' damage section for the infantry, so there is no need for the 'CANNON' section to also do damage.
  • Jackhammer warhead 'SNIPER' damage reduced from 500 to 325. Was unnecessarily strong vs infantry.

Nod

  • Nod Banshee 'Elite armour' upgrade cost increased from $1000 to $1500, upgrade time increased from 30s to 45s. Upgrade was available too fast for its effectiveness.
  • Nod Banshee health reduced from 3500 to 3000. The Banshee had far too much survivability for its speed and attack power, this change makes the Banshee more reasonable, while still very strong.
  • Nod SSM experience point requirements doubled. Because of the massive damage radius of the SSM, it is possible for them to get kills\damage against multiple units and structures in a single volley. This means that they can rank up extremely quickly in comparison to other artillery pieces, and this is doubly an issue with the SSM due to the heroic nuclear warhead. Doubling the experience requirements slows down the SSM's ability to reach heroic rank in both offensive and defensive situations.
  • Nod Heroic SSM nuclear pre-attack delay increased by 1.5s. This means there is more time to wait for the first usage of the nuclear warhead and a longer wait for each subsequent use.
  • Nod SSM persistent chemical field no longer adds negative attributes to vehicles. This means that the chemical SSM projectile has to hit vehicles to affect them. Previously if any vehicles wandered into the persistent chemical clouds, they would get negative attributes just has if the actual chemical projectile had hit them. This meant that there was no reason not to force fire multiple SSM with chemical warheads into a wide area, because no actual hit was needed to affect vehicles, if they went into the clouds they got negative attributes and Banshees would swoop in and destroy the weakened vehicles. Since this is no longer the case, this will hopefully lessen instances of players force firing their chemical SSMs. Please note that the persistent clouds still do damage to both infantry and vehicles.

These changes are currently being tested.

Legend
Blue = My comments
Orange = Affects AI only

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Tiberian History: Release 6

Tiberian History: Release 6

Oct 13, 2014 Full Version 12 comments

Tiberian History release 6. More historical pieces added for your enjoyment!

Tiberian History: Release 5  *(Obsolete)*

Tiberian History: Release 5 *(Obsolete)*

Oct 10, 2012 Full Version 11 comments

Tiberian History release 5. learn important lessons from history!

Tiberian History: Release 4  *(Obsolete)*

Tiberian History: Release 4 *(Obsolete)*

Oct 10, 2011 Full Version 11 comments

Tiberian History release 4. A few more historical additions.

Tiberian History: Release 3  *(Obsolete)*

Tiberian History: Release 3 *(Obsolete)*

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 *(Obsolete)*

Tiberian History Release 2 *(Obsolete)*

Sep 24, 2010 Full Version 7 comments

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

Tiberian History:  Release 1 *(Obsolete)*

Tiberian History: Release 1 *(Obsolete)*

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 me GDI...

Post comment Comments  (210 - 220 of 268)
Hib117
Hib117 Oct 1 2010, 1:58pm says:

Will you add the X-O-Powersuit?

+1 vote     reply to comment
Madin Creator
Madin Oct 2 2010, 9:49pm replied:

No.
There are other Tiberian Dawn concepts that I like though.

+1 vote   reply to comment
Starfox100
Starfox100 Sep 30 2010, 8:31am says:

BUG FOUND!
devil's tongue doesn't have fire animation then attacking... it looks more now its distorting building with there minds.

+1 vote     reply to comment
OrangeNero
OrangeNero Oct 7 2010, 12:14pm replied:

same here

+1 vote     reply to comment
Madin Creator
Madin Oct 7 2010, 9:24pm replied:

Does it work for you or not?

+1 vote   reply to comment
Madin Creator
Madin Oct 2 2010, 11:37am replied:

Tested and it works fine for me.

+1 vote   reply to comment
Black_Drakon Online
Black_Drakon Sep 27 2010, 2:01pm says:

I added these scrin ship too.
And i little edited it's skin and in more scrin style.
If you want it i can send it to you
Moddb.com
Moddb.com
Bad that you can't see how it reflects. These looks beatiful.

+2 votes     reply to comment
Madin Creator
Madin Sep 27 2010, 2:17pm replied:

Yes please do!
I have the Kane's edition of C&C3, so all of my Scrin aircraft are green.
So the texture of the Scrin ship I am using fits MY C&C3 perfectly!

Oh yes, nice job with your edits!

I always like to try alternatives so thank you very much!

+1 vote   reply to comment
Madin Creator
Madin Sep 27 2010, 1:56pm says:

Temporary Scrin ship images...

+1 vote   reply to comment
Lesser
Lesser Sep 26 2010, 8:41am says:

not bad still needs more work keep going your going good

+1 vote     reply to comment
Madin Creator
Madin Sep 27 2010, 2:26pm replied:

Thanks!
Yep needs more work, we'll see if your happy with any of the future additions.

+1 vote   reply to comment
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Platform
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Madin
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Released Apr 2, 2009
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