The Second Tiberium War is a gameplay modification that features large gameplay improvements to Command & Conquer Tiberian Sun. Features include new units, maps, veteran upgrades, faster gameplay, difficult AI, higher resolution menu's, audio effects, improved cameo's, and a enticing game experience equal to todays level of gaming.

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7 comments by Ever_Valiant on Apr 21st, 2013

Good day everyone, The Second Tiberium War was my first mod project I've worked on and now after 1 year of updates I've decided to put it on the shelf. It was a good project and It helped me learn about modding TS and running a modification in general. I just added the last bit of content I was working on into the mod download so you will get the newest (ver1.1) when you download the game.

I believe now I have the skills to work on a much larger project and have decided to begin a new modification that is in the works as I type this. It will be a Tiberian Sun total conversion and I will be announcing it on the Public Mod Announcement forums on in the near future. I will be forming a mod team and if anyone with the skills and dedication is looking to join, this might be the opportunity for you. I am putting together and extensive range of prep work to ensure this mod starts off on solid ground with a in depth story and design. That's all I will say for now, anyways thanks for the support and keep those mods alive!

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The Second Tiberium War Patch 1.11

The Second Tiberium War Patch 1.11

Jul 8, 2014 Patch 2 comments

Changes the lasers to railgun effects, less flashy but prevents the game from crashing due to a Tiberian Sun graphics issue. (no other changes) Just toss...

The Second Tiberium War

The Second Tiberium War

Dec 23, 2012 Full Version 29 comments

The Second Tiberium War is a gameplay modification that features large gameplay improvements to Command & Conquer Tiberian Sun. Features include new...

Post comment Comments  (20 - 30 of 98)
Tiberium_Exposure Mar 23 2013, 1:19pm says:

how about incorporating the forgotten as a faction in this mod? the models and coding for them already exist in the standard game, they just need to be given a purpose, and I'm pretty sure everyone always enjoys the presence of a third faction that is not alien in origin.

+1 vote     reply to comment
Ever_Valiant Creator
Ever_Valiant Mar 23 2013, 4:38pm replied:

A third faction is always good to have but is alot of work. There is a mod that adds the forgotten as a faction called Tiberian Sun Reform.

+1 vote   reply to comment
Tiberium_Exposure Mar 24 2013, 7:56pm replied:

there is also the complete mod for Tiberium wars called C&C3: The Forgotten. but that is besides the point. it may be alot of work, but it is essentially worth it. having a faction that takes the technologies of both primary factions is what offers a challenge to the already standing gameplay. and what with the Scrin being as overly over-powered as they are, the forgotten is literally the only liable 3rd faction that could be brought into it without the balance being severely disrupted. furthermore, the other mods for tiberian sun do not necessarily do it justice. you've already balanced GDI and NOD to the point where they are on "perfect" terms with each other, if you could use that method with making a forgotten faction then alter GDI and NOD further so they each have a uniqueness to them, you'll have a mod for tiberian sun that is a far from the norm as humanly possible, while still maintaining the scene of a(n) appeal.

+1 vote     reply to comment
Ever_Valiant Creator
Ever_Valiant Mar 24 2013, 11:14pm replied:

I agree, a third faction would add alot to the mod in terms of uniqueness. If I were to add a third faction I woundn't want to go the same route as the current mods. I would choose something that is different yet not out of place in terms of the Tiberium universe.

You've sparked my interest...

+2 votes   reply to comment
Ever_Valiant Creator
Ever_Valiant Feb 3 2013, 11:30am says:

Well the mod has been released for a month now and your feedback has helped me work out some issues.

- Remove unessessary game files
- Snipers will only fire upon infantry not vehicles
- Sam tower and Plasma Cannon will be available in tier 1
- Normal bots will not be as difficult

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KeithAlvarado May 7 2013, 5:22pm replied:

every time I play the game always says tiberian sun haa an internal problem and must shut down. I havent installed tib sun yet

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Guest Feb 3 2013, 11:29am says:

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Ever_Valiant Creator
Ever_Valiant Feb 3 2013, 11:39am replied:

I had originally planned on a campaign with cutscenes but the damands on my time were too much. I do have a list of ides for an update since alot of people were saddened by the loss of subterrainean units...

+1 vote   reply to comment
samioly Feb 2 2013, 11:41am says:

it pop up to the front...but....anything new?

+1 vote     reply to comment
Subject134127 Feb 1 2013, 10:27pm says:

wow, I tried the new AI and I don't know how he's able to build everything so fast, but I got my *** kicked quite some times (not that I'm a particularly good player). A difficulty level between 0 and 1 would be awesome for the C&C fan who likes to be attacked, but not by an endless slaughter of units that are somehow at least a tier above your current status (GDI had a mammoth MKI in my base at 6 minutes).

Also, GDI lacks a severe amount of AA early on, you have to get to tier 2 before you can start building sam towers and hover MLRS, while NOD has quite powerful rocket infantry.
Moving the MLRS or SAM tower to require a radar instead of tech lab would already be a great start.

+1 vote     reply to comment
Ever_Valiant Creator
Ever_Valiant Feb 2 2013, 11:08am replied:

The teamtype the enemy uses to attack you is random, sometimes you wont see a mamoth mk2 at all, and sometimes right in the beginning. On easy the bots wont send any tier 3 units, I will take a look at making normal difficulty a little easier, but I want hard difficulty to be a challenge to even pro players.

As for the lack of AA for GDI I knew that was a problem excpecially if the enemy sends jumpjets early on. Changing the Sam structures to require the Radar is not a bad idea, I think I might do that. :)

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Released Jan 1, 2013
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Highest Rated (3 agree) 7/10

Tiberian Sun 3: *** Welcome Back Commander: There have been numerous re imaginings of Tiberian Sun, a game which is arguably the most popular title in the Tiberium series. Mod for it range from the massively ambitious, to the simple but effective. Tiberian Sun 3 falls into the latter category and like mods of it's class, adds new units, maps, gameplay features and graphics. The first thing a player will notice, is the new cameos for units in the sidebar. These new images are simple but far more…

Jun 18 2012, 4:16am by TheReviewer

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