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  (40 - 50 of 233)
Seph1999AD Oct 14 2012, 4:14am says:

The latest version seems very good so far. The balance felt better than in version 4, and it's great to have the Tiberian Dawn music back (that's one of the features where I preferred version 3 to 4).

GDI's TD-era EVA is cool, though it felt strange at first how some lines are still spoken by C&C3's EVA. By the way, did you ever consider giving Nod the TS-era Cabal rather than TD's EVA, which is pretty much the same for both GDI and Nod?

One thing I'd change is the prerequisites for Advanced Power Turbines, Liquid Tiberium Core and Fusion Core. In TD, Advanced Power Plant was available after building the ordinary Power Plant. In TS, GDI got the Turbine upgrade after building a Power Plant, and Nod got the Advanced Power Plant after building a War Factory. In KW, Command Post, Operations Center or Nerve Center ("radar level") was required for upgrading Power Plants. TW is the only title in the series that has Tech Lab as the requirement for Power Plant upgrades, and I think that's way too late in the game.

+2 votes     reply to comment
Madin Oct 14 2012, 2:22pm replied:

Nice comments.

The issue with the TD EVA of course, is that a large number of additional EVA announcements exists for C&C3 that did not for TD (for example the very useful "Enemy Commando detected").

I did consider using Cabal's EVA, but the truth is that it starts getting on my nerves during an average length match, never mind over repeated plays.

You make a very good case for the power upgrade.

Thoughts on the new defences + upgrades?

+2 votes     reply to comment
The_Mastodon Oct 11 2012, 9:25am says:

Can the Hover MRLS skim across water?

PS doesn't the Nod SAM Site seem a bit too big? It was roughly the size of an infantryman in TS, also Laser turret and Turret gun?

+2 votes     reply to comment
Madin Oct 11 2012, 10:06am replied:

No, no, no & no.

+3 votes     reply to comment
Madin Oct 10 2012, 5:09pm replied:

There was never going to be enough content for factions.

What goes into this mod is a function of what I have liked from past games (there is a whole lot that I did not like), what is available publicly and finally what I am capable of doing.

While factions does sound like a good idea, it would not have been fun with the content shortcomings of this mod.

And has for making lists of things which sound great and get people excited... but will never realistically get done? any modder can do that.

+2 votes     reply to comment
LeviathansWrath Oct 10 2012, 5:20pm replied:

Blue laser upgrade for nod crashes game when the laser fires and the GDI campaign is not playable, after the first mission the rest crash regardless if you started a new GDI campaign.

+2 votes     reply to comment
Madin Oct 10 2012, 8:40pm replied:

I only test skirmish games, I do not personally play the campaign so I would not know were to start.

+2 votes     reply to comment
Seph1999AD Oct 10 2012, 5:40pm replied:

I noticed the same problem. The blue laser upgrade does work, but if you force-fire on something other than units or structures (such as the ground), the game will crash every time.

+2 votes     reply to comment
Madin Oct 11 2012, 5:17am replied:

Thanks for the detailed info!

+2 votes     reply to comment
Madin Oct 10 2012, 8:39pm replied:


+2 votes     reply to comment
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Released Apr 2, 2009
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