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...

Post comment Comments  (20 - 30 of 233)
PUOjACKz Jan 30 2013, 9:32pm says:

There's just ONE big problem on your mod: The original Mammoth Tank had mammoth tusk to shut down infantry and airplanes.

+1 vote     reply to comment
Madin Jan 31 2013, 12:06am replied:

And now it takes out everything.

+1 vote     reply to comment
PUOjACKz Jan 31 2013, 9:41am replied:

Yes, I don't like the sonic-granade thing. It have nothing to do with the Mammoth Tank.

And it would be a nice thing, having some walls to put around the base.

+1 vote     reply to comment
xxxiao1230 Jan 30 2013, 12:01am says:

Nod's light tank (max level)when firing will be crash the game.

+1 vote     reply to comment
Madin Jan 30 2013, 12:32am replied:

I have played (and still play, last time yesterday) release 5 many times, and have seen many heroic Light tanks. They have never caused a crash.

If you have a regular source of a crash, then I would like to know (provided it is not a campaign crash).

+1 vote     reply to comment
sider71 Jan 1 2013, 2:48pm says:

tested release 5 and can say this is one of the coolest mods I found 4 TW.

mod is really simply, using TS as armies model and giving some additions made it really enjoyable to play.

Defenses upgrades, exclusive units only available with powers like M6 or devil's tongue giving a great xperience.

Disruptor is amazing, probably the best of all mods i played.

Just unlike on building explosions, it seems they leave some blood and not really real xplosions effect and would prefer different titan model, not that from KW and if possible get back the authentic fire effects for AGT and GDI SAM.

are there comming new units for a next release┬┐

Great job!

+2 votes     reply to comment
Madin Jan 30 2013, 12:29am replied:

Thanks for your comments!

I do not know what you mean when you write "authentic fire effects for AGT and GDI SAM", please explain.

I think most would prefer the TS Titan.
The issue is that it would require someone to come up with a whole new set of animations, due to differences in the way the Kane's Wrath Titan is designed.
I do not dislike the Titan in the mod, so I am unwilling to do the necessary animations.

+1 vote     reply to comment
ae2cdk Jan 17 2013, 6:46pm replied:

How do i get the mod games to launch in origin?

+1 vote     reply to comment
Hytrogen Nov 26 2012, 5:51am says:

Hi Madin,
was wondering if there was any plans for a mission extension or multiplayer co-ops? or to bring back any great missions from TD or TS?
Also well done on creating this fun mod and great scaling for all the units! here goes my nights & weekends for a while..

+1 vote     reply to comment
Madin Jan 30 2013, 12:34am replied:

The features section has a comment by me on what might potentially happen next, with this mod.

+1 vote     reply to comment
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Released Apr 2, 2009
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