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.

Report article RSS Feed Tiberium Essence 1.6 Beta Released!

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 please report back to me so I can fix that in future patch. TE 1.6 is full of experiments that might proove as bad idea so please approach to it openminded.

Posted 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. 


Post comment Comments  (0 - 50 of 65)
Foxhounde Feb 2 2014, 1:04pm says:

Hoora! Downloading right now, thank you for all the hard work!

+10 votes     reply to comment
ᎶʋƝʂℋɨƤ_ℳƘ_ƖƖ Feb 2 2014, 1:04pm says:

Holey Moley, Thank you very much for the release, great job!

+10 votes     reply to comment
Casshern1981 Feb 2 2014, 1:09pm says:

Thank you Carnius! will test this asap!

+7 votes     reply to comment
Guest Feb 2 2014, 3:03pm says:

You fcki***g Rock Carnius :D Thx A Lot for Your Hard work. Greetings from Nuremberg, Germany ;)

+4 votes     reply to comment
Guest Feb 2 2014, 4:23pm replied:

Sers hast du lust den mod online zu spielen

+1 vote     reply to comment
DarkHorizon1905 Feb 2 2014, 3:03pm says:

You fcki***g Rock Carnius :D Thx A Lot for Your Hard work. Greetings from Nuremberg, Germany ;)

+4 votes     reply to comment
Casshern1981 Feb 2 2014, 3:15pm says:

The bugs i found so far

- The gates either don't open (via the icon or disappear)
- Veinhole monster is weinhole monster

Need to test more

Btw i love the new arctic map and added units :)

Also when i play nod i hear someone laughing like a maniac ? what is that ?

+3 votes     reply to comment
comrad3 Feb 5 2014, 3:11am replied:

"Also when i play nod i hear someone laughing like a maniac ? what is that ?"
I think it's Cyborg Commando :D

+1 vote     reply to comment
Koernikov Feb 9 2014, 8:44am replied:

And there's something wrong with GDI's Zone Commando. The EMP grenade ability cannot be used.

+1 vote     reply to comment
connah_r1 Feb 17 2014, 2:08pm replied:

its the cyborg commando laughing CABAL from firestorm

+1 vote     reply to comment
Tiberian_kosei Mar 24 2014, 10:40pm replied:

Yeam, Carnius should remove that fx I think.

+1 vote     reply to comment
eldothkron Feb 2 2014, 3:24pm says:

Umm... This might be a stupid question but which skirmish maps feature Tacitus Archive? I want to check these new units out but I cannot find any maps including it.

+4 votes     reply to comment
Vozhban Feb 2 2014, 3:27pm says:

I've found a little bug. You can load your Montauk into a transport aircraft. Not only Montauk acltually gets put AROUND that aircraft, but also I don't think it is supposed to be transportable via air.

+5 votes     reply to comment
babyjordan23 Feb 15 2014, 6:51pm replied:

how do u load this game if u have 1.51 through desura?

+2 votes     reply to comment
ppndΣ-snouıɯΘ Feb 2 2014, 4:16pm says:

Awesome Carnius, will take a look sooner rather than later if all goes well.

+2 votes     reply to comment
CreepyOwl18 Feb 2 2014, 4:47pm says:

is that helicopter for the repair bay support power a place holder?

+3 votes     reply to comment
s963406 Feb 2 2014, 6:37pm says:

HA! I waiting long time for this!!

+2 votes     reply to comment
GooberTrooper Feb 2 2014, 6:37pm says:

Don't mind me... Just cleaning off my copy of C&C 3.

+2 votes     reply to comment
supjay Feb 2 2014, 9:58pm says:

I will download it when I go home :). Thanks Carnius!!

+1 vote     reply to comment
CM32 Feb 2 2014, 11:26pm says:

All of these extra units are always good, but I do agree here Carns, Its sooooo imbalanced and I can surely see that this is an experimental beta, more than likey more than one of these extras stuff will be cut for the sake of gameplay.

Though having the source codes for em contents for the public would be nice, though thats just me having wishful thinking.

+1 vote     reply to comment
Guest Feb 3 2014, 3:53am says:

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Destromath Feb 3 2014, 6:16am says:

Now do the same for Desura, the old version (1.51 BETA) is still there.

+3 votes     reply to comment
Ledgend1221 Feb 3 2014, 7:30am says:

Were the Railgun Jugs removed?

+1 vote     reply to comment
CreepyOwl18 Feb 3 2014, 9:11am says:

You might also want to fix the Mutant Units text boxs still says only 3 can be trained at a time

+2 votes     reply to comment
AtlasTasume Feb 3 2014, 12:05pm says:

Downloaded and had a very quick go at GDI and Nod. I am really disapointed with the new Nod Soldier icon. Why was it replaced to something screencapped out of a TS cutscene? It looks veru ammatuer-like.

Also, a lot of the (Previously pointed out) errors and misspellings from the last version are still in the mod.

My first impression is quite a rough one. I really hope Ive overlooked something cool to make it worthwhile the wait.

+2 votes     reply to comment
TechCartie Feb 5 2014, 2:04am says:


+1 vote     reply to comment
Jakob.z Feb 5 2014, 8:29am says:

Thank you very much pay so much hard work!

+1 vote     reply to comment
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aronzei Feb 7 2014, 6:40am says:

Damn awesome work man! Nod/Scrin gets its own super heavy walker and GDI it's heavy flyer.

+2 votes     reply to comment
Guest Feb 9 2014, 2:05am says:

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freredarme Feb 10 2014, 6:52am says:

Nice news !

+1 vote     reply to comment
YìnKo Feb 12 2014, 11:39am says:

Has anyone else noticed that when trying to take down the rift generator when you get it to a certain point in health you lose the ability to target it again?

+1 vote     reply to comment
benqcrv Feb 13 2014, 1:10am says:


Try them all Carnius, you are one of the most gifted modder that Moddb has ever had.

More structures, more techs, more mechs, + forgotten faction please!

If anyone can do it, it you Carnius and those that work with you.

+2 votes     reply to comment
connah_r1 Feb 13 2014, 12:28pm says:

just been playing, was deffianatly worth the wait
all we need is more maps with the new tech buildings and props (for some reason i can't find them in world builder)

0 votes     reply to comment
YìnKo Feb 14 2014, 2:27am replied:

Carnius listed what structure they are in the readme file (the mod changes it to the tech building when you start the mod

+1 vote     reply to comment
connah_r1 Feb 17 2014, 2:11pm replied:

yeah I looked in there and I still can't find them
what do you mean the mod changes them to the tech building?

would it be for example: I place the structure "tech lab" on a map then when I play the mod it will become the Tacitus Archive?

+1 vote     reply to comment
YìnKo Feb 18 2014, 8:45pm replied:

Ya you place the building he lists and when you play the game the Tacitus will be there

+1 vote     reply to comment
connah_r1 Feb 26 2014, 8:14am replied:

aahhhhh cool
what about the crashed carryall and other props?

+1 vote     reply to comment
YìnKo Feb 26 2014, 9:44am replied:

not sure I haven't seen anything telling me how to use those....

+1 vote     reply to comment
Capt_Polak Feb 13 2014, 4:37pm says:

I found 2 bugs, don't know if its the original game or the mod, but on Rocktagon the massive tiberium field isn't massive anymore. Its the size of a normal field now. Also on the same map, 2-3 minutes into the game the mod will freeze.

For the Kodiak, do you plan on maybe adding a bit more fire power to it? The beam it has is awesome but I feel like the air craft could use more to it.
Other than that, fantastic job with the mod. I love it!!!! :D

+1 vote     reply to comment
Tiberian_kosei Feb 21 2014, 10:34am replied:

I don't know, I think the Kodiak Fire power it's ballancely fine, maybe a little modification to banshees attacks?, well it's just my point of view, greetings :D

+2 votes     reply to comment
jorisw93 Feb 17 2014, 5:25pm says:

Hey there my game keeps crashing? I just downloaded tiberium essence 1.6. It just freezes and than stops. Anybody else got this problem?

+1 vote     reply to comment
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CorsTR Feb 18 2014, 8:26am says:

FOR the ppl which is getting D3D OUT OF MEMORY ERROR check my solition:

Here you go guys this is how did i fixed my own D3D out of memory problem in the first of all do this steps before the start.
1-)Update your Graphic driver.
2-)İnstall latest DirectX from microsoft's site.

Step 1-)Then lets consentirate the solition.Before everything first go to your install direction to where you installed your C&C3 game then copy your 'Autorun' file in to your game folder.
Step 2-)İnside that Autorun file there is called autorun.cfg open it with a notepad then change the path which is called 'DirectXverison=DirectX9.0c' to DirectXverison=0 save it and close.
Step 3-)Copy and paste your DirecTX folder from your Game DVD in to your game installed folder C://blablablalba/Tiberium Wars than rename that folder to DirectX9.0c.
Step 4-)The last step Start your game everytime from that autorun folder which we created inside your game folder than choose TE 1.6 from there.

İf you are still getting D3D error this changes what we done is giving you one more possibility;

Open any skirmish round , make a save game after 3 minutes if it crashs run the game again and load the game from that file you will see you will never get crash anymore ! Share this solition the everyone pls

+3 votes     reply to comment
jorisw93 Feb 20 2014, 12:38pm replied:

Well I got tiberium Wars on STEAM, do you maybe know where the autorun file than is? thanks :)

+1 vote     reply to comment
Tiberian_kosei Feb 21 2014, 10:21am says:

Hi Canius, greetings from Chile. (By the way, forgive my bad english, I speak spanish XD)

I've found some bugs and maybe some ideas for all.

- the new Air Scrin unit of the Research Tacitus Building, flying around and do not like the others air basic scrin units, I mean, to turning back.

-The doors when it's opened, yo can build on it (a turret for example), and when you closes again, dissapears without sense.

-Firestorm it's a good idea in this graphic engine, but it should make invulnerable structures too, just like Classic TS, the radius it's ok. Maybe a little extension of active time? 15 to 20 or more

-Kodiak when crash against a enemy building, didn't makes damage, a little damage of course, for example, in RA2, the Kirov Airship when crash into the ground (or into an enemy or allied structure) makes a little radius but powerful damage.

-GDI Commando didn't attack buildings with normal click, and the "mini-ion cannon" could be have a fade effect? I mean, not a suddendly shot of the sky, and later goes suddently too.

the mod it's awesome, I'm still play it starting to 1.4 because I didn't a good computer in those times, but now, I have it, and I'm play with my friends, now this cool beta version, bugs are details like always, but in self the mod it's good.

I hope this comment helps a little to improve the mod much more :D

+1 vote     reply to comment
Tiberian_kosei Feb 21 2014, 10:39am says:

Hi all.

I've found an other...thing. Condor transport it's expensive itself, but you can buy it with a cost of $100 soldiers call air transport, right? well, that's it. XD (unfairly rush style maybe?)

+1 vote     reply to comment
sebwbes Feb 22 2014, 7:50am says:

Is anyway getting any random crashes after 1-2 minutes playing the new version? It seem to just stop for no reason and comes up with the message "CnC3 has stopped working" (something along those lines)

running windows 8 and my graphics driver is up to date.

tested on the rockathon with 8 players (as well, is the tiberium field in the middle smaller? )

+1 vote     reply to comment
Tiberian_kosei Feb 23 2014, 9:42am says:

Hi Carnius and all fo you: (Don't forget my bad english pls :p)

I've found another bugs:

-Firestorm building isn't invulnerable when it's active and attack it by the enemy.

-Firestorm building when it's destroy it active, the sphere effect still there.

-When Kodiak dies, the crash animation it's so awesome, but I think you're considered the direction of animation, Example?: Kodiak dies looking to the left, animation crash it does to the right

-The Super Weapon Structure of the Scrins, when it's damage, it can't repair, either put an engineer to fix it.

-Maybe the superweapons should be powerfull with structures like now, except with enemies Construction yard and super weapons buildings? just like before.

-Maybe Firestorm should be just like a huge forcefield like Scrin units? but with a huge range of energy. The classic Firestorm worked like that if you remember. And maybe the same effect with bullets
collide with the shield, that "bling" sound, keeping the sphere idea, maybe a more bigger radius?

Well that's it for now, I remember you, this is just MY POINT OF VIEW and bugs than i've found playing LAN games with my friends :D

Greetings for all, specially to Carnius.

+1 vote     reply to comment
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Released Sep 5, 2008
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