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 Forums.revora.net for detailed information and for in-depth discussion.

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GDI: History Nod: History Medic!
Blog RSS Feed Report abuse Latest News: Release 6 Update

0 comments by Madin on Dec 16th, 2014

Release 6.10 proposed changes


Intro

This update is deemed necessary because of several issues that are being caused by Nod (both AI and player controlled).
Release 6 was only tested on the official maps, which are simply not enough to provide a stress test of the mod.
Having downloaded a 'silly' instant regrowth tiberium map, the issues are more apparent.

Performance fixes

  • Nod AI can no longer use the Radar jamming support power. There is a noticeable pause every time the AI uses this power, and until I can find out why, I will remove the AI usage of it.
  • Nod AI can no longer use the Decoy support power. The AI's ability to cheat while using this support power was becoming a problem + from a performance perspective a support power that instantly creates a bunch of units which use game engine resources was not very sensible.
  • Nod AI can no longer use the Buggy EMP ability. There are several issues with the way the AI attempts to use this ability, and until I can work through them I am disabling the AI's usage of it.
  • Nod AI Banshee no longer use the 'Aircraft scan' support power. They do not really need it.
  • Reduced the number of particles that are used for the SSM chemical and napalm warheads.

Fixes

  • GDI Component tower SAM upgrade cost is now correctly $700 and takes 7s to research (was $800 and 8s). I had forgotten to change the upgrade price!

Balance changes

Please note that these are emergency nerfs!
GDI

  • Jackhammer warhead 'CANNON' damage no longer effects infantry. There is a special 'SNIPER' damage section for the infantry, so there is no need for the 'CANNON' section to also do damage.
  • Jackhammer warhead 'SNIPER' damage reduced from 500 to 250. Was unnecessarily strong vs infantry.

Nod

  • Nod Banshee 'Elite armour' upgrade cost increased from $1000 to $1500, upgrade time increased from 30s to 45s. Upgrade was available too fast for its effectiveness.
  • Nod Banshee health reduced from 3500 to 3000. The Banshee had far too much survivability for its speed and attack power, this change makes the Banshee more reasonable, while still very strong.
  • Nod SSM experience point requirements doubled. Because of the massive damage radius of the SSM, it is possible for them to get kills\damage against multiple units and structures in a single volley. This means that they can rank up extremely quickly in comparison to other artillery pieces, and this is doubly an issue with the SSM due to the heroic nuclear warhead. Doubling the experience requirements slows down the SSM's ability to reach heroic rank in both offensive and defensive situations.
  • Nod Heroic SSM nuclear pre-attack delay increased by 1.5s. This means there is more time to wait for the first usage of the nuclear warhead and a longer wait for each subsequent use.
  • Nod SSM persistent chemical field no longer adds negative attributes to vehicles. This means that the chemical SSM projectile has to hit vehicles to affect them. Previously if any vehicles wandered into the persistent chemical clouds, they would get negative attributes just has if the actual chemical projectile had hit them. This meant that there was no reason not to force fire multiple SSM with chemical warheads into a wide area, because no actual hit was needed to affect vehicles, if they went into the clouds they got negative attributes and Banshees would swoop in and destroy the weakened vehicles. Since this is no longer the case, this will hopefully lessen instances of players force firing their chemical SSMs. Please note that the persistent clouds still do damage to both infantry and vehicles.

These changes are currently being tested.

Legend
Blue = My comments
Orange = Affects AI only

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Tiberian History: Release 6

Tiberian History: Release 6

Oct 13, 2014 Full Version 12 comments

Tiberian History release 6. More historical pieces added for your enjoyment!

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  (50 - 60 of 268)
Kaideliany12
Kaideliany12 Mar 16 2014, 10:34pm says:

Helloes! I have TW on origin. how do i play this mod?

+1 vote     reply to comment
Madin Creator
Madin Mar 17 2014, 9:44am replied:

Commandandconquer.com
I cannot verify if any of this works.

+1 vote   reply to comment
Kaideliany12
Kaideliany12 Mar 17 2014, 11:10am replied:

I dont think the person has it working for origin sadly

+1 vote     reply to comment
BioClone
BioClone Mar 18 2014, 3:48am replied:

what is the problem with have it on origin? its just the same...

+1 vote     reply to comment
Kaideliany12
Kaideliany12 Mar 26 2014, 11:15am replied:

I do not know where to put the mods to make it work. When I start the game it goes right to it. It does not have the intro thing where you can configure stuff before the game actually starts.

+1 vote     reply to comment
foreman177
foreman177 Sep 3 2013, 9:01am says:

THIS IS EPIC.

Just one big problem,where's the link to the songs? D:

The game doesnt have a_radio/mp3_ option so i usually just repeat Scrin Mission 1 repeatedly untill a certain song plays.

9.9/10

Simply because the Scrin Ship was mortal LOL.

+3 votes     reply to comment
viperdx
viperdx Feb 25 2013, 3:57pm says:

Hey Madin, nice work on Tiberian History version 5. Though I am not a modder, I know good stuff when I see it. It is too bad that you ended the Best of Both Worlds series, but at least you got this to fall back on. I have a few suggestions for Tiberium History. For the Nod rocket squads, you noticed that they are using RPGs. I was suggesting an upgrade from the shrine or the tech center that would upgrade the rocket squads for the RPG to the SMAW or the Javelin, depending on the users's choice, and then to add a really cool leader for the Nod Infantry squads, like an upgraded Confessor or a nice Black Hand Elite, or whatever. I wonder what you think of the idea?

+2 votes     reply to comment
PUOjACKz
PUOjACKz Jan 31 2013, 9:43am says:

Can I suggest you to ask to the "Tiberian Essence" owner, some concepts (like the walls, the titan, the dropships etc.)? It would be nice to see them added here.

+1 vote     reply to comment
viperdx
viperdx Feb 25 2013, 4:01pm replied:

For a correction, PUOjACKz, it is Tiberium Essence and not Tiberian Essence. And the owner's name is Carnius. But here's the deal, bro. You see, Madin has a point. It would ruin the whole concept of Tiberian History if he were to do something like that, and Madin, by his style of mods in other Tiberium Wars mods, shows that it ain't all about TS (Tiberian Sun). Madin has his own style and class.

+1 vote     reply to comment
Madin Creator
Madin Jan 31 2013, 5:59pm replied:

I have no intention of turning this mod into yet another Tiberian Sun worship fest.

The Tiberium Essence Titan is done in the mods unique style.
I have not one, but two Titan models that are both textured in the classic TS render style. The issue is that I do not have any animations.

+2 votes   reply to comment
viperdx
viperdx Feb 25 2013, 4:03pm replied:

I agree with you, Madin. Though I am not a modder, I think these other users don't like your works because it has to be all about the Tiberian Sun. And as a modder of a great mod like this, it takes good and valuable time. And Madin, bro, for these people to diss your work all because of a Mammoth Tank, shows you that they don't respect your work. Bro, I am on your side.

+1 vote     reply to comment
PUOjACKz
PUOjACKz Jan 30 2013, 9:32pm says:

There's just ONE big problem on your mod: The original Mammoth Tank had mammoth tusk to shut down infantry and airplanes.

+1 vote     reply to comment
Madin Creator
Madin Jan 31 2013, 12:06am replied:

And now it takes out everything.

+1 vote   reply to comment
PUOjACKz
PUOjACKz Jan 31 2013, 9:41am replied:

Yes, I don't like the sonic-granade thing. It have nothing to do with the Mammoth Tank.

And it would be a nice thing, having some walls to put around the base.

+1 vote     reply to comment
Madin Creator
Madin Jan 31 2013, 6:01pm replied:

If you don't like it, don't purchase the upgrade! I mean the upgrade only effects a single unit.

Walls would be added at some theoretical future release date.

+1 vote   reply to comment
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Released Apr 2, 2009
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