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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.

Tiberian Sun was released in 1999 and developed by westwood studios as the futuristic sequel to Tiberian Dawn (Command & Conquer 1). Overall the game was received as a true C&C and though it brought many new tactics and concepts into the RTS genre, it did not quite live up to the hype it was made out to be. The Second Tiberium War is a modification for Command & Conquer Tiberian Sun that aims to improve the gameplay and bring it up to the level of todays fast paced gaming. This is not a total conversion, the intent of the mod is to utilize the games full potential, in the end it will still be Tiberian Sun.

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Fast Paced Gameplay
- The overall gamespeed has been increased 20% with shorter build time, faster unit movement speed, and quicker tiberium harvesting. The gameplay was modified to match a Red Alert 2 and Tiberium Wars pace. Building techtree’s have been redone from the ground up and now are placed into a tier system. There are three building tiers that the player must progress through in order to construct your Elite Units (ver1.4). The Second Tiberium War is focused on smooth gameplay without a dull moment as its primary feature.
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Improved UI (version 1.3)
- Since the release of Tiberian Sun in 1999 computers have greatly improved and to better untilize the new technology The Second Tiberium War has resized the menu’s resolution from 640x400 to 1024x768. This in now the new minimum resolution and will greatly aid those who prefer to play the game on resolutions 1680x1050 and higher.
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Units and Structures
- A review at the unit roster lead me to replace many units and remove some entirely. Both GDI and Nod both received new infantry, vehicles, and structures to better balance the gameplay.
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Veteran upgrades
- The original veteran upgrades were poor and gave the upgraded units a minor addition to firepower or defense. Now all infantry and vehicles that are promoted to veteran and elite are given greatly improved stats including hitpoint regeneration, movement bonus, fire rate, and entirely new weapons with visuals and new audio effects.
For Example:
The oracle is the long range sniper for Nod that is only effective against unarmored infantry. When fully promoted the Oracle runs faster, is given increased fireing rate, regenerates health, and weapon now fires armor peircing rounds that can now peirce light armored vehicles making him affective againt more than just one armor type.

Audio effects
- Each structure now has a unique audio effect when selected including some vehicles and infantry. Such effects are the bubbling of tiberium from the refinery or the hydrolic footsteps of the titan as it walks in the battlefield. New audio effects were also given to fully promoted units as their regular ammunition has now been replaced with explosive rounds.

Greatly improved Cameos
- Many of the original cameos were improved by making them clearer to distinguish them from the others, being able to pinpoint what your looking for in the heat of battle. Such things as lense flares, shadows, laser sights, or explosions help new players determine what the unit does prior to purchasing it.
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Smarter / difficult AI
- Your friends aren’t always online to play a good internet game, so when they aren’t there you turn to bots to fill in the gaps but find them weak or just plain stupid. Not so here, AI now send strong taskforces to destroy you and defend their own when attacked, you will think again before you touch that harvester. They also build sensor arrays and security towers so stealth rushes are far less successful.

Maps with greater detail
- Many multiplayer maps within Tiberian Sun and Firestorm were severly lacking detail and were begging for improvement. The Second Tiberium War will feature new and original maps with greatly improved detail and lighting to give a greater sense of atmosphere.
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Standalone
- Want to check out the game but don’t have C&C Tiberian Sun? No problem, The Second Tiberium War is standalone meaning you don’t need any game instalation to play. Just extract the game to wherever you choose and play with Game.exe.

Always improving
- As of version 1.3 this will be the third update to the mod and surely not the last. I am looking for ways to improve the game to make it more fun and enjoyable to the player. Your feedback helps me do this so feel free to post reviews or suggestions either here on Moddb or on www.ppmsite.com under the The Second Tiberium War forums.

Post comment Comments  (40 - 50 of 102)
Guest
Guest

Can we play lan on this mod!?

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Ever_Valiant Creator
Ever_Valiant

Yes

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samioly
samioly

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?

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Ever_Valiant Creator
Ever_Valiant

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.

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samioly
samioly

cool, amazing

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23-down
23-down

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

Ppmsite.com

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.

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megaturtlerex
megaturtlerex

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

Cncnz.com

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.

Shacknews.com

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samuelcolt
samuelcolt

mammoth mk 2 must be huge

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Templarfreak
Templarfreak

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

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BioDestroyer
BioDestroyer

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.

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Templarfreak
Templarfreak

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.

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Ever_Valiant Creator
Ever_Valiant

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.

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Templarfreak
Templarfreak

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.

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Ever_Valiant Creator
Ever_Valiant

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.

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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

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