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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Tiberium Essence 1.6 Tiberium Essence 1.6 Tiberium Essence 1.6
Blog RSS Feed Report abuse Latest News: Tiberium Essence 1.6 Beta Released!

63 comments by Carnius on Feb 2nd, 2014

After some troubles and long development TE 1.6 is released. It´s beta which means there might be some bugs and ballance issues left. If you find anything wrong please report back to me so I can fix that in some future patch.

Tiberium Essence 1.6Tiberium Essence 1.6
Tiberium Essence 1.6Tiberium Essence 1.6

TE 1.6 is full of experiments that might prove as bad idea so please approach to it open minded. Things like Gdi Firestorm Generator, recently added Nod Tunel Network or more epic/superheavy units for each faction sound cool, but might become serious problem in time, but still I wanted to try it all.

Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta - Credits

Developer - Jiri "Carnius" Chalupa
Additional Credits:
Vladimír "Vlado32" Moncoľ - New music tracks, Menu music
55blahh55 - Icon Image for Nod Militant Infantry and Nod Toxin trooper

Most important changes in v1.6

There is a lot game improvements and ballance changes, but unfortunately over time I have lost track about what is really new and what is old. So here is some of the most important things you should know before play.


- Added wall gates to all factions - important note - due engine limitations gates requires precise placing, I´m sorry but this is the only way.
- All stealth detectors show aura style radius which tell you how far they see cloked units
- Added Weinhole monster - in general works as tiberium field but damages also vehicles (except harvesters), weins can be also harvested by all factions and got 3x greater value than green tiberium, unlike tiberium field weinhole monster can be destroyed though.
- All new superheavy units is no longer in Tacitus archive as was previously announced, but have been added to normal production.
- Presence of Leviathan mothership, Kodiak II and Montauk on map is for now announced by Eva as "mothership deployed" (from certain poit of view all of them can be understand as some sort of mothership)
- Added a lot and lot props into world builder
- Added snowy and ice bridge into world builder

- New skirmish maps - Tiberium infestation, 4 player map, 2v2 style
                    - Arctic Desolation, 4 player map, free for all


- Added Kodiak II Command ship to Air tower production tab, unique superheavy aircraft - support, anti-aircraft and anti-tiberium role.
- Added Firestorm generator - defensive structure, can activate firestorm plasma shield - makes allied units virtually invulnerable while in the same time damages enemy units. 
- Call for transport cost 100. Requires Dropship command. Transport aircraft flee of map after unloading its cargo as do in vanilla CnC3. Changed back on request.
- Removed Mobile EMP from warfactory due ballance issues (at least for now).
- Jetpack Trooper - attack damage vs vehicles reduced by 50% and vs aircraft by 25%, reduced armor vs missile type weapons.

- Added Montauk Command vehicle to Construction yard production tab, unique superheavy vehicle, support and anti-aircraft role, deploys additional reinforcement.
Note Montauk do not deploys into warfactory! Based on experience I have gain over time I find this idea not good really, it made montauk easy target and unable to gain experience (which can´t be fixed anyway)
- Added Tunel Network Center to Construction yard support tab - works as substation tech structure in vanilla cnc3, only 3 units at once can enter tunel network due some engine limitations
- Saboteur benefits from Forced Evolution upgrade
- Added Taratula drone to Secret Shirne production tab - in general replaces fanatics as nod suicidal unit, cloked when stand still

- Added Conqueror command walker to Gateway production tab, unique superheavy walker, support role, seeds tiberium, assimilate technology by killing enemy units, heals scrin units 
- Annihilator got new model, changed from tripod to quadropod, got 3 turrets
- Stormrider - tiberium upgrade replaced by plasma missile upgrade that improves his anti-air attack power earlyer in game, available on Nerve center
- Leviathan mothership - removed seed tiberium ability, enabled anti-air attack and blink pack
- Contaminators spawned by Corrupter and Leviathan weapons can see in small radius

So try it and report back anything on your mind.

I hope v1.6 fulfill at least partially your expectations. I have tried to do my best, but you know, sometimes some things not go as planned. Anyway I will keep working on TE to make even better in future. 


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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 81 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

Jun 5, 2012 Full Version 147 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

Dec 23, 2009 Full Version 157 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

Mar 28, 2009 Full Version 75 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

Dec 18, 2008 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

Nov 27, 2008 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 12,617)
Guest 16hours 39mins ago says:

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Oaks 8hours 45mins ago replied:

If you mean GDI Sarajevo mission,
then just move around with some vehicle to take down fencing.
Zone Commando new C4 emp ability works on Qpods and Juggernauts but not on Avatars,
so its impossible to get all optional objectives anyway.

Nod Slovenia mission to upgrade Avatar can be fullfiled with veterancy crate.

There were this guy who were saying that he has no troubles with
GDI Stuttgart mission to capture Qpod.
But how, when there are no husks?

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

Oh, that's because the original Tripod models are still in place for that mission. It's the Tripod that's in that mission, not the Qpod. Dunno why though...

+1 vote     reply to comment
Zsombi Apr 15 2014, 2:03pm says:

I don't know the actual values, so let's say that the GDI Rifleman Squad has 450 hp and 15 damage. Question:

Does that mean that even if we take all but 1 member away, the squad with its remining 1 member will still deal 15 damage and it's health will be 450/max_member_count?

Or it means that each member has 15/max_member_count damage?

+1 vote     reply to comment
Oaks Apr 16 2014, 2:13pm replied:

One squad member has one rifle. 5 of them has 5 rifles.
GDI Riflemen has 6 squad members, Nod Militants has 8 members.
Of course, quality of Riflemens statistics are slightly better.
That reminds me that Black hand Elite member
(Black Hand Elite upgrade) needs statistics buff and I want to say you that
"Can engage airborne infantry" means that only Black hand Elite with his laser rifle and his insignificant attack damage can shoot at Shadow squads on paraglides,
but not on Jetpack trooper.

This is also reason why I want unit description overhaul with addition of their attack damage and health.
For example Nod Harpy Microwave Pulse Generator upgrade needs fix:
In Operation center it still references to its Signature generator ability,which he has by default.
But in fact, this passive ability gives Harpy second attack that deals 250 hp damage every 10 seconds to enemy aircraft.
How much are 250 hp?
It probably does not mean that enemy Harpy would die in a second.
There are also damage type modifiers and damage bonuses,
so description for units with more weapons and attacks would be either overall sum or diametral or listed. I am for listed.
Though I have no idea if and what types of armor are there.
Heres example:

+1 vote     reply to comment
Starfox100 Apr 15 2014, 3:48pm replied:

no, the more soldiers get killed in the squad. the less damage that squad eventually will do.

+1 vote     reply to comment
Gallade Apr 16 2014, 5:02am replied:

See, that's why I prefer single infantry units. They deal the same amount of damage regardless of how much health they have lost. Although I guess a downside to single infantry units would be micro-management.

+1 vote     reply to comment
Starfox100 Apr 16 2014, 12:56pm replied:

well, I like the squads way more just because it does make a bit more sense in this game.
You do not run into the battlefield alone like everybody is some kind of master chief. you go in as a team. :)

besides if one survives he can join into another squad (refill the squad)

+1 vote     reply to comment
Gallade 6hours 3mins ago replied:

True, it does seem more logical when you put it that way. What I used to do though make my own squads comprised of many individual units, but I guess the squads are more cost effective. I mean, one riflemen Squad only costs 300 or something (can't remember of the top of my head), whereas one Peacekeeper in RA3 costs 500.

+1 vote     reply to comment
tezaar Apr 9 2014, 9:06am replied:

tyvm it works now, thanx!

+1 vote     reply to comment
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C&C3: Tiberium Wars Icon
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Release Date
Released Sep 5, 2008
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1282 votes submitted.

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Highest Rated (49 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, 11:26am by -Redeemer-

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