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  (50 - 60 of 235)
Starfox100 Oct 10 2012, 3:01pm says:

Is it not an idea to make around 5 till 7 factions?

- Scrin (if still exist)
(maybe TW factions also)
that makes the game not so mixed up like now. and then you also can have interesting battles. like TD VS TS.

just an idea.

+4 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
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
Tiberium_Exposure Oct 3 2012, 12:10pm says:

ok, you gave the vehicles lights that don't really do much of anything.think you can modify the code and design in the game so the vehicle lights have the same effect as the ones in Command and conquer generals do? where the lights actually light up the ground ahead of the vehicle and reveal stealthed infantry? that way the lights would be there for a purpose and not just as a decoration.

+2 votes     reply to comment
Madin Oct 3 2012, 1:44pm replied:

No. It's just a decoration.
For the single 'official' night skirmish stage.

I do not 'code' the game, EA coded the game, and the piece of code you mention no longer exists in C&C3.

+2 votes     reply to comment
samioly Sep 22 2012, 10:10pm says:

not very sure, but IMO, the APC should replaced by C&C1 version....I really would like to see everything in this mod goes C&C1 style

+3 votes     reply to comment
Tiberium_Exposure Sep 1 2012, 3:11pm says:

when is the version with the kick-*** nod laser turrets going to become available?

+2 votes     reply to comment
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Released Apr 2, 2009
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