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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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!


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


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!



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


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.



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

Chemical missile


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.


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.


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


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.


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  (30 - 40 of 305)
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 Online
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 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
zebtar99 Feb 23 2015, 4:36am says:

Anyway to include the Game Height MOD or fix game height to be around 550. I have seen mods that can do this. The game is great just needs a higher view point. thanks

+1 vote     reply to comment
Madin Creator Online
Madin Feb 23 2015, 3:02pm replied:

The modders who created that mod have provided information on how to use their mod (New experience) together with other mods. So you can add that mod to this one yourself.
I will not be adding it, because I have no problem with the standard height.

+1 vote   reply to comment
GenesisAria Feb 23 2015, 7:30pm replied:

I have used A New Experience with this mod, and it works well. It's a little fiddley to set up, but once done it's done. (ps: you can't play multiplayer with the mod if new experience is added unless they have the same version running with the mod as well). Only issue is that 98% of maps lack the skybox object.

+1 vote     reply to comment
GenesisAria Feb 17 2015, 9:01pm says:

There are 2 GDI missions that crash after the loading screen, one was Croatia (defend w/limited power until mcv arrive), and the Pentagon (defend with infantry until reinforcements). All other missions work fine, play through these in stock game or another mod if you wish to get back to History in the campaign.
I have not tested the Nod or Scrin campaigns yet.

Also, any 1v1 i have done on any unofficial map causes a Desync.

Otherwise i've been loving this mod, gives a more realistic impression. Also loving how beefed up the heroic ranked units are. Can't wait to see some TD or TS buildings!

+2 votes     reply to comment
Madin Creator Online
Madin Feb 22 2015, 6:38pm replied:

Thanks for posting this information that helps other users.

I will have to ask questions to more knowledgeable coders has to why there are issues in player vs player scenarios.

+1 vote   reply to comment
The_God_Of_All_Dogz Dec 23 2014, 11:23pm says:

this is the best X-mas present! thank you

+4 votes     reply to comment
Madin Creator Online
Madin Jan 18 2015, 1:47am replied:

Hope you enjoyed it!

+3 votes   reply to comment
Guest Dec 14 2014, 7:54am says:

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Madin Creator Online
Madin Dec 15 2014, 5:41am replied:

The mod is not tested to work with the campaign, so I guess there will be issues. Where are you having trouble in the campaign? or is it only when you try and load a saved mission? (presumably you started a new campaign, and did not try and continue a campaign from an unmodded game).

I have no way of testing LAN play, although your issue is strange.

Maybe someone who has a LAN set-up can help you.

+2 votes   reply to comment
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Released Apr 2009
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