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.

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Report RSS TE2 Cabal Base Expanded (view original)
TE2 Cabal Base Expanded
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PillePalle26647
PillePalle26647 - - 312 comments

Am I seeing right? An enclosure to turn normal people into cyborgs?

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Capt_Polak
Capt_Polak - - 197 comments

Like a small slave pen to throw the local population into and convert them when you need to.

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Tleno
Tleno - - 1,048 comments

Makes sense, Tiberium-verse has no cloning so this is the only way for evil AI to get cyborgs.

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SquishyforGDI
SquishyforGDI - - 400 comments

Exactly like the TibSun campaign 😁

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FortressMaximus
FortressMaximus - - 1,664 comments

Nice.

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Edna1
Edna1 - - 1,617 comments

First man wow, is literally look like a addon for the game so well made it is.

Second: so Cabal got all the cyborg units from Nod?

But they not available by the brotherhood anymore correct?

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Armilus
Armilus - - 56 comments

They were made available again. But I would argue, as soon as CABAL is playable, Nod should loose access to them. I mean, Nod couldn't control it's cyborgs while fighting CABAL and had to use different units. Why change that?
But I'm not a dev, so I'm as clueless as you are.

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Cheshire164
Cheshire164 - - 269 comments

HK tank is great and all is awesome)

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Description

Cabal got some new structures as well.