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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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Post comment Comments  (40 - 50 of 102)
Guest Jan 29 2013 says:

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Ever_Valiant Creator
Ever_Valiant Jan 31 2013 replied:


+1 vote   reply to comment
samioly Jan 22 2013 says:

I dont know why, my new laptop with win7-64 is not working welll with the origin-10th-firestorm in any resolution, it got many problems but it work perfectly with this mod(even in 1080p), does this mod change anything much?

+1 vote     reply to comment
Ever_Valiant Creator
Ever_Valiant Jan 24 2013 replied:

Tiberian Sun uses a old style graphics renderer that isnt optimized with the new graphics hardware. A patch was made to fix this problem and I included it with my mod.

+1 vote   reply to comment
samioly Jan 24 2013 replied:

cool, amazing

+1 vote     reply to comment
23-down Dec 30 2012 says:

this game could need some more maps. Also could you eventually integrate this building and give it a nice suitable role:

I just recently learned that this was another original cannon building created by Westwood would be cool to see it in your mod as well same like you did with the advanced tech center.
Then I recommend to allow the construction of 4 guard towers instead of 3 so u can cover each side of your base with one of them.

Nice little mod. I like the advanced tech center very much good to see an old beta building in game.

+1 vote     reply to comment
megaturtlerex Dec 29 2012 says:

You can get Tiberium Sun + Expansion from the fan site.

EA released them under their classics tab in 2010 but removed it some time later, you can still find the news links if you google so it's legal.

+1 vote     reply to comment
samuelcolt Dec 22 2012 says:

mammoth mk 2 must be huge

+2 votes     reply to comment
Templarfreak Dec 9 2012 says:

Alright, here's some ideas for your unit rooster. I don't think the current one is all that great.

So, make Repair Vehicle for both sides, and add a unique unit to GDI. Give GDI another unit that is comparable to the Termite Drone, and than give Nod that is something comparable to the Hover MLRS.

The reason why I think the Repair Tank for GDI is a bad idea is because while it was on Nod, it was almost never used. So giving GDI a unit that is never used while all they have after that is a Mammoth Tank and Disruptor kind of promotes massing these units.

My idea: Give GDI a Railgun Tank and maybe another Hover vehicle. Give Nod a fast unit that can fire on the move.

Also, give Nod a new transport and make the Armored APC for both factions.

Reason being, the Amphibious APC is way better than the Armored. It has much more maneuverability being it can go over water.

Again, these are just suggestions. I don't want the units to be set up like they were in Tiberian Sun, because Westwood did like no thought for that even though that's what they spent the second-most time on.

There needs to be more options instead of massing Mammoth or Stealth Tanks and artiliery.

Also, I'd like to see a Hero Vehicle for Nod and a Hero Infantry for GDI. ;D

+2 votes     reply to comment
BioDestroyer Online
BioDestroyer Dec 14 2012 replied:

I use the Repair Vehicle and I always have one in the base, mainly to repair aircraft after I bomb the enemy's base, but also to repair the vehicles (most of the time harvesters), and comparing to the repair bay the repair is free.

+2 votes     reply to comment
Templarfreak Dec 24 2012 replied:

When you get to the point you have 10+ Banshees, it's not really worth it to build enough Repair Tanks to efficiently repair them. Aswell, unless your opponent is a total idiot, you need that amount of Banshees to do any real damage.

So other than Air Units and Harvesters, there isn't really much you need a Repair Tank for. Reason I want it for both sides is so Nod can repair things such as Sub APCs, and GDI can repair the Mammoth MKII.

0 votes     reply to comment
Ever_Valiant Creator
Ever_Valiant Dec 12 2012 replied:

Thanks for the feedback, I do have many improvements that I still intend to add such as a new unit for both gdi and nod (one being subterrainean) and new super units that are larger and far superior to the Mammoth Mech and Cyborg commando.

I will be posting a unit description and explanation since each unit is very unique and there is far more versatility to each than in regular TS. I spent alot of time making each unit important and usefull early and late game.

+2 votes   reply to comment
Templarfreak Dec 24 2012 replied:

I think you should re-work the Attack Cycle to make it a high-risk, high-reward unit, making it comparable to the Hover MLRS. Than give GDI some kind of Vehicle Sniper. Does high damage to vehicles but not much else, this unit being an infantry. Possibly make them have a small detection radius so GDI can deal with the Termite Mines without needing a Factory.

+1 vote     reply to comment
Ever_Valiant Creator
Ever_Valiant Dec 25 2012 replied:

I was planning on giving a new unit to both factions, I already have a hald done unit for nod called the Defiler which is a Subterrainean tiberium firing unit that regen's hitpoints when it fires. As for GDI im not sure yet they need.

+1 vote   reply to comment
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C&C: Tiberian Sun Icon
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Released Jan 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 by TheReviewer

Real Time Strategy
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