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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Baziil May 4 2011 says:

The mutant faction gets the best things, I guess)

+11 votes     reply to comment
Carnius Author
Carnius May 4 2011 replied:

Basic idea here is to make sensor array available to all factions like it was in TS. Its also serious advantage vs nod and therefore cant be ordinary gdi unit.

+13 votes   reply to comment
SlayerX3 May 4 2011 replied:

It kinda ****** me off removing the sensor array in C&C3, it was one of the most inexpensive way to counter stealth and find artillery in C&C Tib Sun, I'd really like to see it back as a standard unit in C&C.

+7 votes     reply to comment
Kriegsherr May 4 2011 replied:

tbh stealth was almost useless on cnc3 cuz gdi/scrin always had pitbbulls/seekers, and they have a massive detection radius

+1 vote     reply to comment
SlayerX3 May 4 2011 replied:

I think you're using it wrong.

The best application I had with stealth was using vertigo bombers to scout the areas and make pop-shots at unprotected targets and using the stealth tanks to sneak enemy formations(past the pitbulls and seekers) and make hit n' run attacks, a missile salvo of two stealth thanks are normally enough to kill a titan, and by the time they react you still can turn around and cloak while running to avoid the anti-stealth units.

And for scouting fortifications the stealth tanks and vertigos were kings, most of the times there is no patrols and by the time they make the attack they are already retreating if done properly right.

+4 votes     reply to comment
CommanderDG May 5 2011 replied:

or you could mine the enemy tiberium field with the harvester;P

+1 vote     reply to comment
((;^GrimReaper^;)) May 13 2011 replied:

i tell u what try that tactic with me..i'll fix ur stealth addiction real mind u i hate the "damned" Veritgo....absolutely hate it but a firehawk plus pitbull team just make a helluva an counter..or an orca instead of pitbull..but u will probably get me in early game time but if i last long enough u will have many many problems..if i get that far..i am more of a late game attacker that early..i mean i scout and what not and do some critical hit and runs with my secret hit-n-run team that i cannot tell anyone...(very effective,,so effective it is scary)..and no its not the good old APC+Rocket Troop thing..i hate that ****

+2 votes     reply to comment
jasonboy16 Feb 19 2012 replied:

the forgotten

+1 vote     reply to comment
sam_23694 May 4 2011 says:

looks alot like the nuke canon off generals, only with a sensor

-1 votes     reply to comment
FortressMaximus May 4 2011 says:

I'm asking how much can be useful, since there are plenty stealth detectors for all sides in the game...

+1 vote     reply to comment
LULZferBAKON May 4 2011 replied:

Probably gonna remove most of them.

+1 vote     reply to comment
playmsbk May 12 2011 replied:

As far as I remember, the detection radius for all units has been significally decreased from vanilla TW. Some time I sneaked a Stealth Tank past an RPG Tower while I was in its fire radius, but its detection radius was smaller (about the half of the fire radius).

+1 vote     reply to comment
Нunter-Seeker May 4 2011 says:

I like that!


+1 vote     reply to comment
TheNodCommander May 4 2011 says:

I take it that it's gonna work like in TS, with a very large detection radius?

+1 vote     reply to comment
ReLiFeD May 4 2011 replied:

"detects stealth unit in a large area"

+3 votes     reply to comment
playmsbk May 4 2011 says:

All other factions have lots of stealth detecting units, this one is twice as good.

+2 votes     reply to comment
Fenrerare May 4 2011 says:

I believe with so many additions to the mutant army, mutant hovels will be the top priority tactical buildings in the game. At least I'll use them constantly!
And with the Sensor array back, I'll don't need to worry about stealth Vertigo runs on my defenses ever again!

+1 vote     reply to comment
-Redeemer- May 4 2011 replied:

you are actually very right, this makes the mutant hovel to a very important strategical building,that gives many advantages

+1 vote     reply to comment
PurpleGaga27 May 4 2011 says:

This unit works best for Steel Talons and Zocom factions, not Forgotten.

-2 votes     reply to comment
Death_Night_674 May 11 2011 replied:

But the Forgotten steal technology! Maybe they thought that stealing the Sensor Array would be useful to counter Nod stealth units, and GDI snipers.

+1 vote     reply to comment
█Black/Brunez█ May 4 2011 says:

Nod will have a big problem

+2 votes     reply to comment
AbsolutePr00f May 4 2011 says:


+1 vote     reply to comment
Valherran May 4 2011 says:

About time this unit showed up!

+1 vote     reply to comment
Zone_Lexus_50 May 5 2011 says:

what? i don't believe it. okay. i will now officialy decide my personal verdict. GDI still its huge loyalty fro the forgotten. i believe using those MSA vehicles, NOD is going to be "knee in the deep-end" ****.

+1 vote     reply to comment
Oaks May 6 2011 says:

Hmm,I was wondering which mutant vehicle has detectors.So looted pitbulls,Humvees has not.A Rig like unit I think,yes ? It looks like like some mutant MCV for me.Tell me that think can be deployed into mutant howel, next time pls !.xd

+1 vote     reply to comment
not_a_fbi_agent May 7 2011 says:

stelth unit detected

+1 vote     reply to comment
Kuschelmonster May 9 2011 says:

i love it is one of the best ts unit to detect stelth unit

+1 vote     reply to comment
FortressMaximus May 25 2011 says:

Why don't make it like a Mobile radar too? I mean: if your base needs energy the radar display can still be visible if there's the mobile sensor array.

+2 votes     reply to comment
OC14Groza Jun 17 2011 says:

I think you should remove stealth detection except the specialised vehicle for every fraction.

+1 vote     reply to comment
Blak-Dragon Jun 23 2011 says:

If Sensor Arrays are going to be available for GDI units, could they also feature the artillery strike support ring that the snipers have to help juggernauts strike at long distance targets ? But difference is the arrays have twice the support range of the snipers ?

+1 vote     reply to comment
Eagle_11 Jun 25 2011 says:

Finally another than fun reason for razing those Mutant Hovels for Nod. I hope those will have an ok range and not nearly map-wide.

+1 vote     reply to comment
sgfan206 Aug 24 2011 says:

This is going to be a TS total conversion! Seriously! :-D

+1 vote     reply to comment
FIN7 Jan 3 2012 says:

nod thinks mutants cant see stealth tank mutant mastodon say suprise nod stealth tank driver say holy ....

+1 vote     reply to comment
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May 4th, 2011
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