This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.


Tiberium Videos Production Tiberium Essence Fans
- cnc related videos and more - community maps, pictures, tips and tutorials
- Tiberium Essence video unit profiles - community forum

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June News

5 months ago News 10 comments

Hello my friends!

After small pause im here with something interesting for you. I have been thinking more extensively about evolution of the forgotten. There has been some hints in TS that mutants can become powerful beings if they do not turn into mindless brutes. At least eventually. Just like mutant leader Tratos who has some some special psychic abilities. Also I like to tap into other cnc games for inspiration to create interesting unit for forgotten and so I get this idea of mutant version of Tesla trooper. Basically its evolved mutant who generate electricity so strong he can throw lightning bolts.

Tiberium Essence 2.0 Forgotten

Also there have been complains about Punisher tank is not the right forgotten unit and that mastodon is better. Well I have replaced mastodon with punisher for good reason - because I want to create unit with more original design than salvaged mammoth tank but it can still have garrisonable buker in turret and so instead of four barrels he get just two. So here is Punisher tank with new design.

Tiberium Essence 2.0 Forgotten

And combining this two you can get some interesting results xD

Tiberium Essence 2.0 Forgotten

See you next time with more info on Forgotten and Tiberium Essence in general.


April News

April News

8 months ago News 17 comments

The Forgotten Battle Dragon was indeed April Fools´ joke. During development of mutant faction I must take to test many ideas, and some things that sound...

New year update, finally

New year update, finally

9 months ago News 16 comments

Update is here and this time it´s nothing smaller than Forgotten epic unit. Something that was in my mind for very long time. Also thank you very much...

Mod is not forgotten

Mod is not forgotten

1 year ago News 34 comments

Mod is alive and yes it´s true, mutants as playable faction - The Forgotten will happen in Tiberium Essence. After many thinking and testing different...

Tiberium Essence 1.6 Beta Released!

Tiberium Essence 1.6 Beta Released!

1 year ago News 75 comments

After some troubles and long development TE 1.6 is released. Its beta which means there might be some bugs and ballance issues. If you find anything wrong...

Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

1 year ago Full Version 164 comments

This package contains main mod files for Tiberium Essence v1.6 Beta and readme file with description and list of changes.

Tiberium Essence 1.51 Beta

Tiberium Essence 1.51 Beta

3 years ago Full Version 148 comments

This package contains main mod files for Tiberium Essence v1.5 Beta and readme file with description and list of changes.

Tiberium Essence v 1.4

Tiberium Essence v 1.4

6 years ago Full Version 159 comments

Installation: ------------- 1) Ensure you have game patched to v 1.9, if not install latest patch 1.9 2) Go to Dokuments in windows start menu and find...

Tiberium Essence v1.3

Tiberium Essence v1.3

6 years ago Full Version 76 comments

Tiberium Essence v1.3 Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents and Settings\*YOURNAME*\Dokuments\Command...

Tiberium Essence v1.2

Tiberium Essence v1.2

7 years ago Full Version 15 comments

Quite the same as v 1.1 but most bugs fixed. Installation: 1) Ensure you have game patched to v 1.9 2) Mods for CnC3:Tiberian Wars belongs to "Documents...

Tiberium Essence v1.1

Tiberium Essence v1.1

7 years ago Full Version 17 comments

New version of Tiberium essence - mod for CnC3:Tiberium Wars, add more new units, new graphic and new sounds to game Installation: 1) Ensure you have...

Post comment Comments  (0 - 10 of 13,424)
uri91 Nov 26 2015 says:

the game crashes when you play over a network problem during transportation outpost nod air loader

+1 vote     reply to comment
Oaks 20hours 9mins ago replied:

Wow. Nighwind in an online match. How that happened?! :-)
What you were transporting, your Montauk? xD
You sure it wasnt just desynchronization of hamachi,fedora or whatever virtual multiplayer-thing-a-magic you use?

+1 vote     reply to comment
uri91 6hours 19mins ago replied:

c&c online and lan

+1 vote     reply to comment
superfeatheryoshi Nov 24 2015 says:

Is there any custom maps that feature the Mutant Hovel and/or the Mutant Garage? I can only find ones with Mercenary Outpost. I need those two for the TE wiki.

+1 vote     reply to comment
mutant_killer Nov 23 2015 says:

The only things that need to be changed:
- Give civilians descriptions
- Make the NOD gate have the NOD symbol not GDI
- Fix the Scrin Gate and Fences so units can pass through them (Glitch)
- Change the NOD Rifle Man infantry Icon (It just ****** me off xD "Looks dumb")
- Add more skirmish maps (Idea)
- Check all units descriptions for spelling errors (I noticed a few)
- Maybe change some of the structures designs?

Random things that should be fixed in the next update? ^^^
Anyone agree?

+4 votes     reply to comment 13hours 2mins ago replied:

Plas give the flame tank ability to fire while moving!

+1 vote     reply to comment
Oaks Nov 23 2015 replied:

Should be in Bugs forum thread on TEF page, but we can do little summarization,because why not, but nobody should expect update or even release before christmas or even new year for granted.

Red zone tib fields fix.
Gates starting with hubs already on their sides so they can function properly(should require barracks, just like walls and increased price)
Nod laser fence walls hubs dont join fix.
Nod Militants shooting from their bellybutons muzzle flash xD
Crazy CABAL laughter when Montauk present.(yeah,its serious)
Montauk gaining rank(maybe should not be produced on ConYard?)
Montauk summoning abilities overall fixes.
Huge backlogs on everything about Tacitus Archive.
Removing(or being able to set off/on) FPS sucking detection radius indicators(sorry George)
Nighwind/Carryall to stop transporting Epic units fix.
Rift generator when seemingly destroyed bug fix.
Corruptor and Quadpod missing forceshields animation fix.
Saboteur Forced Evolution upgrade fix.
Scrin Power plant tib.aura emanating before upgrade fix.
Removing radar from Drone Platform/Ship(giving it to Nerve Center) and requiring something else than Technology assembler.
GDI Commando EMP C4 on Avatar fix.
Mutant Hunter(Umagon) not exactly "permanently stealthed" fix
Unit capacity of Nod Cyborg/Mutant Hijackers,MSA's.
And this and that and milion other things,with complete overhaul of all(units/upgrades/support powers/structures) descriptions and bilion of other balancing stuff, to mention atleast the most important affairs. + Ssskoopas comments :-)
At this point, writing yet even more private messages to Carnius seems pointless to me.

But again, if TE 2.0 full Forgotten faction has priority,
we will have to wait longer, for bugs/backlogs fixes.

and I still got my sights on accursed Scrin basic infantry. Oaks's wrath shall not miss you. xD
I went a wee bit overboard yet again, did I ?

+2 votes     reply to comment
mutant_killer 11hours 44mins ago replied:

I dominate him to be the new beta tester! lol

+1 vote     reply to comment
aisharp Nov 24 2015 replied:

I think that gates and walls should also be able to build from crane, as well NOD tunnel(not the hub)

+2 votes     reply to comment
superfeatheryoshi Nov 24 2015 replied:

Also, you forgot how Zone Commando can't attack buildings and its EMP is useless.

Maybe the Montauk can be summoned by the Tiberium Chemical Plant like the Mammoth Mk. II from the Orbital Uplink.

+2 votes     reply to comment
aisharp Nov 24 2015 replied:

Zone commando able to orbital strike building dont he?

+2 votes     reply to comment
superfeatheryoshi Nov 24 2015 replied:

The ability works fine, but if you order him to attack a building, he just stands there and points his gun at it, but the orbital cannon never fires.

+1 vote     reply to comment
superfeatheryoshi Nov 24 2015 replied:

To be fair, I think the Scrin should keep their Drone Ship radar. The other factions need dedicated radar buildings to get past all that ion storm interference, but the Scrin thrive on ion storms.

Plus, it adds to the variety of the factions, like how USA has default radar in Generals.

+1 vote     reply to comment
aisharp Nov 23 2015 replied:

What do you mean by "requiring something else than Technology assembler"

+1 vote     reply to comment
Oaks Nov 24 2015 replied:

Ok, will reply to you both, here:

Most, passively used and active abilites especially, requires your unit to be idle,(like re-stealth,subterrean before dying,etc.) so it needs to set your unit to passive stance.
That way GDI Commando will stop shooting and actually use ability, it normally kills of walkers as any C4,but its EMP effect could be prolonged on all other vehicles.
Or he could use Mutant Hijacker EMP grenade instead.

Orbital strike-problematic, small range, too long waiting before it fires, but it worked in 1.51B?
Yes, it need overhaul.
Nod Black Hand Commando-suppresed by its own C4, is not immune to tiberium. She could have Forced Evolution,by default, or just Tib-proof armor or maybe the Engineer self-healing atleast.
I will not even say how much useless is Mastermind,when Pacifier is around.
Mastermind cannot teleport Conqueror,etc,etc.
Things about Conqueror and other vehicles,spinning rates,Quadpod gigantic head, old or wrong formation move indicators.

Scrin requires T3 Tech center,(whereas GDI,Nod TFM and TE mutants will certainly require only T2 radar) before they can build their airfield first and then finally their stupid would-be flying,which is not actually flying, but hovering MCV, which cannot fly over structures or vehicles and does not heal in ion storm.
It has radar even when in mobile form, so taking out Scrin Nerve center is not a tactic to blind them.
And Scrin has cheapest and lowest buildtime for their PP's, so you cant exactly count on them being out of energy.
That is actually related to Scrin unable to have any allied non-immune infantry near their base and unable to repair any allied vehicle or plane.
And yes, when normalized, Drone ships price can go back from 3000 to 3500 credits again, like every MCV.
All intelligence Support powers like Radar Scan,Network Espionage and Tib. Vibration scan, so the factions can find out what is where, is..radar.
I dont see Nod radar van or GDI HQ radar upgrade around.
Destroyed structures(Storm Column,gravity stabilizers and all places where is/were ion storm present,cannot be build on.
Scrin have to wait for any ion storm until T3 anyway.
Scrin vs Scrin with ion storms is weird enough.
Air units being both healed,damaged and buffed by ion storms, and attacking enemy Scrin base while healed by their own tib. aura is really.. not to mention enemys own Stasis chamber is replenishing your troops.xD
And their Growth accelerators improves your own tib. field. xD
Lore-wise, Scrin infantry or any immune infantry would not die when attacked by Corrupter,right? xD
And thousands of other things, cannot excuse such gameplay imbalance which lots of fans wanted fixed a long time ago.
Yeah, and we need buffed Meteor Strike SP.
And that thing about description of Harpy Microwave Pulse Generator and its now redundant Signature Generator mention, it has by default.
GDI Medic still crashes the game when in air transport hes in, is destroyed.
Maybe we should give him permaban on any flight xD
Like anyone ever will use Medic,eh? Other then CnCFins campaign. Most bugged unit ever. Well,except for Buzzer.

0 votes     reply to comment
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C&C3: Tiberium Wars
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Release date
Released 2008
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1347 votes submitted.

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Highest Rated (53 agree) 10/10

-->Models: awesome new and old concept and very detailed and perfect textured Units/Structures
-->Balancing: it's every time balanced better and better and all new units fit its faction
-->Atmosphere: even that is changing because of the adding of vlado's and frank klepacki's awesome music

if I could i would this mod [infinity] out of 10 points

Jun 1 2010 by -Redeemer-

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