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  (30 - 40 of 233)
Seph1999AD Nov 18 2012, 8:39am says:

The Game Front link in the Downloads page is saying 403 - Forbidden. The Filedropper link in the 2nd Comments page doesn't seem to work, either.

+1 vote     reply to comment
Madin Nov 18 2012, 12:33pm replied:

Filedropper link was always likely to get deleted, the Gamefront issue is most likely temporary.

+1 vote     reply to comment
MaDFFR Nov 1 2012, 5:51pm says:

Hi Madin, I have had such a problem with running this + also second Mod. I tried to install it according to your instructions, then over desura. But none of this does not work every time is run only the classic version of C & C 3 Tiberium Wars. I also tried c & c 3 Tiberium Wars Control Center, but I've got there only the icon with name "Replay Browser". By the way, I have version 1.2. Please help

+1 vote     reply to comment Nov 7 2012, 6:06pm replied:

in the folder where you have the fashion you create text file content: add-config TiberianHistory_5.01.skudef
then the path to the folder you are connecting with a mod + desura
c & c 3 Tiberium Wars Control Center.go to c & c 3 properties This path is called: C:\Program Files (x86)\Electronic Arts\Command & Conquer 3\CNC3.exe on my pc

works for me, it was not easily:)

+2 votes     reply to comment Nov 8 2012, 12:53pm replied:

in c & c 3 Tiberium Wars Control Center copy this to 3rd window-modConfig "C:\Documents and Settings\grzesiek\My Documents\Command & Conquer 3 Tiberium Wars\Mods\TiberianHistory\Config.txt"

+2 votes     reply to comment
JachAnen Nov 13 2012, 10:05am replied:

And if you have a no-cd patch/crack you cannot run a mod. Tried it myself and now using the disc as before.

+1 vote     reply to comment
Madin Nov 1 2012, 6:46pm replied:

You must update your C&C3 to version 1.9!

+1 vote     reply to comment
Necromancera Oct 30 2012, 5:35pm says:

I think it would have been good to include how to launch the mod. I eventually figured it out but I probably spent about an hour and a half before I actually got it to load. But I can't wait to play it here soon. It looks amazing. (That's why I was willing to spend so much time to try to get it to work)

+1 vote     reply to comment
Dudi008 Oct 28 2012, 4:53am says:

Hello i have an idea why don't you do that titan for your mod i mean no offense just an idea here is the link:

+2 votes     reply to comment
Seph1999AD Oct 15 2012, 4:50pm replied:

Yeah, the EVA issue is understandable. I guess the way it is now is a good general direction. A few remarks, though: 1) TS Cabal still has a few lines, such as "Unit firepower upgraded", even for GDI. 2) When you try to build a structure while the build queue is already in use, the EVA simply says, "Unable to build more." I'd have preferred the line "Unable to comply, building in progress", which has been used ever since TD. I don't think I've ever heard the line "Unable to build more" in a C&C.

The Power Plant upgrade, or an Advanced Power Plant, would be a very welcome addition.

If you're referring to Component Towers, Advanced Guard Tower, Laser Tower and the Obelisk, and their upgrades, they were cool when I tried them out, but other than that, I haven't tested them much since I rarely use structures for defence.

+3 votes     reply to comment
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Released Apr 2, 2009
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