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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11 comments by Madin on Jul 1st, 2015

It is time for Nod to spread peace and love throughout the world!

Why must the world suffer under GDI tyranny? What can be done to stifle the greed of the alien visitors?

Apparently the dimensional rift once again has the answers!

NodMissileSilo_Info_01.jpg

The Nod missile silo is back, which spells trouble for both GDI and the Scrin!

Let us have a look at what a typical silo has in the way of ballistic missiles.

Catalyst missile

Catalyst_Info_02.jpg


First off is the anti-Scrin missile, which has actually proved very useful in halting GDI tiberium harvesting efforts.

GDI claim that the reason they are so active when in comes to harvesting tiberium, is that they believe that it is the fastest way to rid the earth of the 'parasite'. What hypocritical nonsense!

Catalyst_Launch_01.jpg

Catalyst_Hit_01.jpg

Fortunately, now Nod commanders can rid GDI of their clear conflict of interest, and teach them not to mess with the future of mankind!

Multi missile

Multi_Info_02.jpg


Since GDI, foolishly, no longer have the Firestorm defence, it should now be much easier to remove large sections of the GDI menace via our improved cluster missile.

Multi_Launch_02.jpg

Multi_Explosion_04.jpg

Use this indiscriminately to delete the GDI and Scrin presence from our planet!

Chemical missile

Chemical_Info_02.jpg


My favourite!

What better service can Nod provide for the world, then by future-proofing mankind for its upcoming tiberium future!

The chemical missile will saturate an area with wonderful concentrated tiberium, which will disperse in both liquid and gaseous, form.

Chemical_Launch_01.jpg

GDI have labelled this a 'war-crime', it is them that are committing the crimes against humanity, by deceitfully claiming that there is a future without tiberium, and by building their archaic 'blue-zones', where mentally deficient humans cower from tiberium, while worshipping at the feet of their tyrannical GDI overlords.

Chemical_Clouds_02.jpg

Do not fear the future, when you see the green clouds approaching, do not run. No, stop and breath deeply, look has your skin melts away, if you are really fortunate, maybe you will mutate, and become something truly useful in our tiberium future.

And if you die?, be happy that in your final moment, you got a glimpse, feel, and taste of the future, a future that you were too weak to survive in.

Blue tiberium mix

BlueMix_Info_01.jpg

The underground areas that hold the missiles are now considered the safest areas to hold Nod's famous blue tiberium mix.

Has usual the blue mix is used in a variety of warheads, and greatly increases the destructive power of a commander that uses it.

BlueMix_01.jpg

From Nod to the world... peace and love!


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Tiberian History: Release 6.10

Tiberian History: Release 6.10

Dec 23, 2014 Full Version 3 comments

Tiberian History release 6.10. Adds important performance fixes and balance changes for Release 6.

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  (20 - 30 of 304)
CTso1dier
CTso1dier Mar 11 2015, 10:07am says:

Can not load a savegame in skirmish sometimes,but a very good mod!

+2 votes     reply to comment
Madin Creator
Madin Mar 15 2015, 8:03am replied:

Thanks!

+1 vote   reply to comment
darkyuri
darkyuri Feb 28 2015, 9:13am says:

Can you add old tiberium from Tiberian Sun?

+1 vote     reply to comment
wheelmandan
wheelmandan Feb 27 2015, 8:12pm says:

hi can i get a clear information that does C:\Documents and Settings\"Username"\ like the name of the folder the name of the computer.

+1 vote     reply to comment
wheelmandan
wheelmandan Feb 25 2015, 2:07am says:

hey madin im sure you get asked this a lot and sorry i have too ask because i would love to try this game just would like to know if this works for Origin if so could post on how to do it thanks love your work keep it up!

+1 vote     reply to comment
Madin Creator
Madin Feb 27 2015, 4:15am replied:

Try something like this: Youtube.com
I cannot vouch for any of this, has I am still stuck in the dark ages with my Win XP32bit PC.

+1 vote   reply to comment
GenesisAria
GenesisAria Feb 26 2015, 10:39am replied:

Using mods in origin C&C is a separate issue, i think there are custom launchers or something.

+1 vote     reply to comment
Guest
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GenesisAria
GenesisAria Feb 23 2015, 7:26pm says:

There is one issue with a unit that really bothers me. I'm not sure if intentional or accidental, but the Nod Artillery, the whole unit behaves as if it's a turret. When it moves it slides around awkwardly while facing whatever target it's got sights on.

+1 vote     reply to comment
Madin Creator
Madin Feb 23 2015, 8:18pm replied:

This is unavoidable if the unit is to deploy to fire.

The solution is either to remove the ability to deploy. Or to allow the M110 to have a full turret that can turn 360 degrees (which would bother purist).

When I attempted to get it to work how you think it should, there were many issues. The unit would frequently stop firing, would refuse to change targets, would get to within firing range and deploy, but not fire.
Having talked to other coders, they said that the deploy style code was not designed to work with units that do not have a turret.

+1 vote   reply to comment
GenesisAria
GenesisAria Feb 24 2015, 2:20pm replied:

Well when i look at say, the spectre from KW, when it undeploys the turret packs up and faces forward, it can't move until it unpacks. I don't know if there's a way to modify the wait time before the turret goes back to default position, for it to be after the support lifts up. The issue i see, is that it starts moving around while still aiming at it's target, so it slides sideways. For an MLRS, or even for a juggernaut aiming while mvoing is fine even if it cant fire till it stops, but perhaps making it immobile until it's facing forward and ready to roll?

Also seeing as Tiberian Sun units are in this mod, you could make it the Tiberian Sun artillery instead if you wanted to revamp it entirely.

+1 vote     reply to comment
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Released Apr 2009
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Real Time Strategy
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War
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