Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.

The year is 2050, Earth is largely uninhabitable and split in three kinds of zones: Green Zones, here Tiberium contamination is relatively low, few to no Ion Storms, most of these are at the Polar, and other very cold, regions, Yellow Zones, where Tiberium contamination is moderate, and Ion storms are frequent, most of these are desert, yet house more than half of Earth's total population. And finally, Red Zones. These no longer look like Earth. Tiberium everywhere, unbreathable air, constant Ion storms, near the borders between Yellow and Red zones, winds can rise to speeds that can tear the flesh right of a human's bones. Recently, Red Zones have started to grow dramatically, and so far nobody has been able to understand why. Samples of Tiberium from the growth areas gave no clue as to how or why this rapid expansion happens, but one thing is for certain: If it isn't stopped quickly, soon the entire planet will be uninhabitable.

GDI Took to the skies, mostly. They operate from huge command-ships, the legacy of the Kodiak, and from the Philadelphia. At the beginning of the Third Tiberium War, that was about 5 years ago, Nod tried to destroy the Philadelphia, by taking offline one of the ASAT hubs, and then attempting to nuke the Station, the system was returned to service just in time to intercept the missile. Since then, 5 more stations similar to the Philadelphia, have been constructed.

Nod is operating from the Temple of Nod in Sarajevo, and several Montauk-like vehicles. Their tactics haven't changed much since the second Tiberium War, relatively cheap and fast vehicles in elevated numbers at first, later then equipment that doesn't look like from this World. As opposed to what many assumed, Nod did not move away from Cyborgs, to the contrary, it is now frequent that even basic infantry may have a cybernetic eye, or artificial muscles and bones in some parts of the body.

Not much is known about the Scrin other from what was learned from the Tacitus: They are a species dependent on Tiberium for survival. They first seed Tiberium on a Planet, expecting it to eradicate all civilization on the planet and transform it into a ball covered in the green crystal which would then be reaped by their Harvesting fleets. When they first arrive on a Planet ,they build large portals, these have the aspect of three intertwined towers, with a bright light shining from the center. Lately, more and more people claim to have seen UFOs and otherworldly 'beings' near the borders of red Zones, but none of these have been confirmed so far.
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Faction-gameplay styles:

GDI: Slow moving steamroller with many guns.

Nod: And suddenly...NINJAS!

Scrin: Shoot that man! And some more please. Almost there, shoot him some more. Wha-? He is already dead? Oh well.

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Forums: Forum.falloutstudios.org

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7 comments by Sarge_Rho on Feb 17th, 2012

'Been a while since I've last posted a proper news update, and I thought now would be a good time for one now. The Moddb page now has OVER 500 THOUSAND views.

I've done a few dramatic changes to the gameplay of GDI, Nod and Scrin. Most notably there is now not a single stealth-detecting units other than the Mobile Sensor Arrays, however all units reveal stealth units that are very close, standing on their noses basically. Radar has been move from the construction yard to the Command Post, Operations Center and Nerve Center, respectively for GDI, Nod and Scrin, so no access to Radar without these structures anymore.

The powerplant upgrades no longer require the tech center, but War Factories instead, I might switch that over to the Command Post and equivalents however. Airfields now require nothing more than a Tiberium Refinery. Superweapons have gotten some changes too. The Ion Cannon when hit right on the spot, will almost destroy a powerplant, but the damage falloff is pretty extreme. At the very edge of the AoE, the damage is not enough to fully destroy a powerplant. The recharge time for the Ion Cannon is 4 minutes, and 7 for the Nuclear Missile and Rift Generator. Disruptors damage everything in their line of fire, both friend and foe.


Next up are a few ballance changes. Both Avatar and Mammoth are notoriously vulnerable to bombers, that's Orca Bombers, Vertigo Bombers and Devastator Warships. Mammoths will most likely leave husks in the future. Nod's Heavy Artillery deals more damage per salvo than the Juggernaught now, and is faster, but takes longer between shots and doesn't have as much armor. A salvo of the Heavy Artillery is only one shot, while the Juggernaught fires 3. The Juggernaught has a bigger AoE thanks to that. Nod SAM Sites firs 3 missiles in stead of 6, and half as fast as before, however the missiles deal 110% more damage to compensate, so this is mostly cosmetic. Tiberium Silos give a bit of build radius again, and so do Power Plants and Barracks, Portals and Hands of Nod.

And last but not least: Some more screenshots.


That's it for now, I hope you enjoyed it.

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Post comment Comments  (10 - 20 of 1,299)
samioly
samioly May 15 2013, 11:41pm says:

new version coming?

+1 vote     reply to comment
ARMofORION
ARMofORION May 12 2013, 7:59am says:

Have you tried turning your graphics setting up? Usually that should work with some of the models, otherwise I have no idea myself.

Gr......Stupid thing. This is in regard to Gallade's problem with the Wolverine. It wouldn't let me post below.

+1 vote     reply to comment
ARMofORION
ARMofORION May 12 2013, 9:30am replied:

Also, GDI's Quad Ion Defense Cannons on the Watchtower/Component Tower CANNOT engage Stormriders. I watched my base almost get destroyed by four of them, while my three turrets failed to hit anything. Along with this, the Vulcan Turret component doesn't hit that far, and I find it rather useless in Infantry defense.

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho May 12 2013, 9:39am replied:

I'm aware of that. Everything is still subject to change.

As for the quad ion cannon: I don't know why the projectiles don't track. The code says they should track their targets...need to check that again.

+1 vote     reply to comment
Blazerunner
Blazerunner May 8 2013, 12:52am says: Online

Okay, decided to try the mod out, and can say it looks good so far, but still needs a bit of work, to say the least.
I will point out that the description tooltips for the Component Tower modules are currently MIA, and need to be found, or put into place.

Oh, and the Mobile Sensor Array tends to default its' paintjob to your color flags, and uses the enemy's color as the main paint. Or it just happens to like pink.

+1 vote     reply to comment
Blazerunner
Blazerunner May 8 2013, 12:38am says: Online

Noticed an open Tweet (?) comment regarding the Ion Cannon system for GDI.
For those who've not played the Command & Conquer Tiberian Era prior to C&C 3, I shall endeavor to educate you in this regard...

The GDI Ion Cannon is an orbital platform network, with each platform housing TWO Ion Cannon systems.

The first, and the most noticed, is an immensly powerful anti-surface weapon system capable of annihilating all but the most fortified structures in a single shot.

The second is an anti-missile variant designed to prevent NOD from launching missiles at the Philadelphia, the GDI Space Station headquarters.

As is shown in the early missions of C&C 3, some retards responsible for the construction of the Primary Ion Cannon Control Center, placed it on the ground... NOD took advantage of this, and blew the GDS Philadelphia into scrap metal.

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho May 8 2013, 3:31am replied:

I should point out that TA does NOT follow TW's story.

+1 vote     reply to comment
Gallade
Gallade May 4 2013, 10:43am says: Online

Hey Sarge, for some reason I can't see my wolverines. They are there but I can't see them. Can u help because knowing me I will have something stupid to cause this:P. Thanks!

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho May 5 2013, 1:23am replied:

Hmm, I've heard that issue twice now, so it can't be something you did. I'm looking into it, the next version fixes it.

+1 vote     reply to comment
Gallade
Gallade May 5 2013, 7:49am replied: Online

Thanks:) Good Luck! We all know you are doing your best:)

+1 vote     reply to comment
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Sarge_Rho
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Released May 13, 2011
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Highest Rated (5 agree) 10/10

Very nicely designed units coupled with great ideas. So far, it accomplishes its goal of becoming a true sequel to Tiberian Sun.

Dec 27 2009, 9:00pm by Phoenix848

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