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: 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


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.
  • Nod AI will now build the SSM a lot less frequently. They often go over the top with the number of SSMs they build.
  • Reduced the number of particles that are used for the SSM chemical and napalm warheads.


  • 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!

  • 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 325. Was unnecessarily strong vs infantry.


  • 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.

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  (60 - 70 of 268)
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 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
xxxiao1230 Jan 30 2013, 12:01am says:

Nod's light tank (max level)when firing will be crash the game.

+1 vote     reply to comment
Madin Creator
Madin Jan 30 2013, 12:32am replied:

I have played (and still play, last time yesterday) release 5 many times, and have seen many heroic Light tanks. They have never caused a crash.

If you have a regular source of a crash, then I would like to know (provided it is not a campaign crash).

+1 vote   reply to comment
sider71 Jan 1 2013, 2:48pm says:

tested release 5 and can say this is one of the coolest mods I found 4 TW.

mod is really simply, using TS as armies model and giving some additions made it really enjoyable to play.

Defenses upgrades, exclusive units only available with powers like M6 or devil's tongue giving a great xperience.

Disruptor is amazing, probably the best of all mods i played.

Just unlike on building explosions, it seems they leave some blood and not really real xplosions effect and would prefer different titan model, not that from KW and if possible get back the authentic fire effects for AGT and GDI SAM.

are there comming new units for a next release┬┐

Great job!

+2 votes     reply to comment
Madin Creator
Madin Jan 30 2013, 12:29am replied:

Thanks for your comments!

I do not know what you mean when you write "authentic fire effects for AGT and GDI SAM", please explain.

I think most would prefer the TS Titan.
The issue is that it would require someone to come up with a whole new set of animations, due to differences in the way the Kane's Wrath Titan is designed.
I do not dislike the Titan in the mod, so I am unwilling to do the necessary animations.

+1 vote   reply to comment
ae2cdk Jan 17 2013, 6:46pm replied:

How do i get the mod games to launch in origin?

+1 vote     reply to comment
Hytrogen Nov 26 2012, 5:51am says:

Hi Madin,
was wondering if there was any plans for a mission extension or multiplayer co-ops? or to bring back any great missions from TD or TS?
Also well done on creating this fun mod and great scaling for all the units! here goes my nights & weekends for a while..

+1 vote     reply to comment
Madin Creator
Madin Jan 30 2013, 12:34am replied:

The features section has a comment by me on what might potentially happen next, with this mod.

+1 vote   reply to comment
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 Creator
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
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Released Apr 2, 2009
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