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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Nod Banshee Orca Pad GDI Jackhammer
Blog RSS Feed Report abuse Latest News: The Banshee

2 comments by Madin on Aug 8th, 2014

The omen of death

The Banshee never made the impact that was expected during the 2nd Tiberium war.

Well the dimensional rift has afforded Nod another opportunity, the Nod Banshee is back and this time Kane is determined to get the best out of this potentially fearsome piece of 'alien' technology.
The good news is that Nod's understanding of alien technology has greatly increased since the 2nd Tiberium war, thanks in no small part to the Scrin invasion.

Aircraft signature scan

The first example of this increased understanding is the fact that Nod are better able to utilise the remarkable target/threat scanning capabilities of the Banshee.

Banshee News images

Naturally Nod tactical command are using a fraction of the full ability.
Using the target scanner will reveal all relevant aerial targets on the battlefield (through the fog of war) for a limited period of time.

Elite armour

Banshee News images

One item that will be ready almost immediately is the armour that the elite guard of Kane had on their Banshees during the 2nd Tiberium war. This armour provides a nice boost in resistance against all damage types, and is available to all Banshee squadron commanders.

Banshee News images

Transpulse plasma

Banshee News images

One forsaken weapon that scientist have 'unlocked' is the Transpulse plasma. Apparently this weapon was used in a gunship type Banshee configuration. The Transpulse plasma can ricochet of larger targets which causes smaller burst of plasma to hit additional targets!

Banshee News images
Difficult to capture in a still! The FX are not final!

How did the Scrin manage to get intelligent re-targeting of plasma, based on a fraction of the original burst?  Whatever the facts are, it works, and will soon be available for Nod Banshee pilots to use.

Future upgrades

While Nod scientist have been unable to recreate the Scrin force field technology, they have had limited success in accessing and enabling the locked force field on the Banshee.

Apparently the Scrin are surprised by the lack of effectiveness of their force field in solar system based battles.

Nod scientist believe that the ridged inflexibility of Scrin command, which includes their habitual 'locking' of Scrin vehicles and operators, prevents them from learning from battle experience and making the required adjustments. However Nod scientist have found that by allowing a pilot to gain extensive battle data with an unlocked Banshee, eventually a force field will be constructed which takes into account the various damage types experienced during battle! This force field has proved at least twice has effective in comparison to the Scrin capitol ships force fields!

Banshee News images
"Now we ready!"

Listen to the wailing! look up and see the omen of impending GDI doom!

Banshee News images
"Where's that GDI armour hiding!"

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Tiberian History: Release 5

Tiberian History: Release 5

Oct 10, 2012 Full Version 11 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 235)
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
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 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
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
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, 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
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Released Apr 2, 2009
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