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.

Post news Report RSS Tiberium essence v1.5 Public Beta Released!

After so very long time I have decided to finally release v1.5.

Posted by on

Welcome back Commanders!
The title says it all. After so very long time I decided to finally release v1.5. It´s beta because there is still a lot of things to improve and fix, but that always was and probably always will be. with project like this it can go on and on - change things, add new stuff, fix stuff and then all over again. One day you just need to stop and show to public what has been done so far and what happens happens.
But mostly what I have wanted to do with this mod is done. Everything looks better than in previous version, its closer to tiberium sun in many ways and all units and support powers is on right places where they work at best. But of course every new thing opens ways for new problems that need to be dealt with, which I am looking forward to fix once I get feedback from you.

Version 1.5 credits and thanks:

Credits:
Carnius - all art, coding, misc sounds and new maps
Vlado32 - New music tracks, new menu music

Thanks:
Smallchange, playmsbk, Starfox100 - runnig community staff, videos, maps and support for other fans
GuNsHiP_MK_II - particle effects help
White_Wolf - help with text, Intel DB
AtlasTasume
*if i forget on someone please do not get mad and tell me ;)

Version 1.5 whats new:

Worlbuilder:
Worlbuilder asset has been expanded with tiberian sun themed props and other stuff.
New textures added - snow themed and some edited red zone textures recolored to Tiberian Sun temperate theme.

New Maps:

This time TE also includes new maps with new stuff and textures.
Maps are done by myself and are part of mod so you can find them under official maps tab.
TE Dueling Islands - remake from TS:Firestorm for skirmish / multiplayer
TE Dueling Islands Classic - contains hostile mutant units
TE Frozen river - testing new snow theme
TE Tiberium wasteland - skirmish/multiplayer map for 4 players

Changes:
There has been some necessary changes that might be not welcome by everyone, but believe me everything has been well think trough. There is propper readme including all the changes, but here is some important changes highlighted.

Global:
Build times are unit/building specific, no longer means 100 credist = 1 second, just testing if we can balance things other way than by price. Also it makes game little bit slower
Every faction has now exactly 8 support powers including new support powers which means some old support powers was cut off. idea is to keep support powers low but still interesting and usefull.
Price of power plant and its upgrade is defined by power production output and power plant upgrades no longer requires tech 3 structure. Requirements is now faction specific.
Juggernout, Tripod and Avatar no longer spawn capturable husk when destroyed. It cause some disbalance in game we need to remove. Capturable husks remain only in certain campaign mission and in World Builder asset.

GDI:
Rig and original Commando removed from productin tab, but not from campaign missions and worldbuilder.
New support power - Terraforming torpedo - its similar to catalist missile which was cut off from nod.
I think this support power fit to GDI better, it reflect GDI fight against tiberium and is nice conclusion to the end of TS:Firestorm campaign when GDI captured tacitus and transcript its secrets (forget what you know from Kanes Wrath, GDI is more than capable of doing so as the final video from firestorm prove).
Add new support power - Veteran trainning - you can upgade several vehicles to veterans. Do not stack.
Bombing run orcas are weaker so watch out for AA defence.
Falcon is now your dedicated stealth detector
Wolverine lost stelth detection but does splash damage to deal with infantry better than anything in your arsenal
Dropship Command renamed to Orbital Deployment Centre - it suits better
Call for transport ability requires Orbital Deployment Centre and is available for any GDI combat unit. Summoned transport do not flee anymore after unload its cargo, you have actually buy that unit via this ability. GDI have new air transport units on airfield so this feels as good solution too.

Nod:
Fanatics removed from production tab (they become seriously inefective in TE)
Subterrain strike support power spawn 2 squads of Fanatics, they have now at least chance to do some damage
Call for transport ability removed from all Nod units, but nod have new air transport unit available on hangar.
Removed support powers - Radar jaming missile, Decoy army, Catalist missile, Vapor bomb
New Support power - Network espionage - reveal locations of enemy production and tech buildings (Operation center) - remember nod hackers at the end of the tiberian down? This is an atempt to create support power based on this event.How does that work on scrin? Well Kane was able to transcript tacitus as well and with that gain knowledge about scrin
technology.
EMP Missile - disable structures and vehicles in small area (Operation center)
Chem missile - works almost as Tiberian sun version, big blast in center couse heavy damage to buildings then altered tiberium vapors fills large area around dealing additional damage over time. Of course killed infantry spawn viceroids.

Scrin
Conqeuror and Assault Mothership has been removed, also original Mothership is no longer available hance support power that call mothership has been also removed. (but its still available in final Scrin mission so you can finish that mission)
Scrin has only one epic unit, its new tiberium based mothership and names Leviathan Mothership.
Defiler has been removed - it was just chemical artilery nothing special about it
Shock trooper has plasma disc as default weapon and benefits from upgrade Tiberium intergation (boost healt and firepower)
Stormrider gain 50% firepower boost vs aircraft
Photon Cannon replaced with Lightning spike
Gateway and Portal no longer repairs units around, scrin employed different way to heal units for now
Reactors power upgrade also enable tiberium radiation that heals scrin units around, but be adviced that also damages your human alies, scrin should be something completely different, not just diferent looking, but basicaly the same as human faction, so all scrin ground units heals in tiberium (infantry and vehicles alike)
Warp Beacon generates ion strom that heals scrin aircraft and damages enemies, once again lets say that scrin simply change surrounding environment to fit their needs.
New unit - Pacifier - sort of small Mastermind, can controll only ground units (not structures), has upgrade that enable squads replenish
New unit - Reaver - has beam attack similar to original nod beam cannon, but do need line of sight. Also has blink pack as default so its sort of chrono tank
New unit - Ravage gunship - strong vs infantry, transports infantry
Removed suport powers - Reconstruction drones, Lightning spike, Mothership (only available in campaign for now)
New support power - Lightning Storm - creates small localised ion strom on target area
New support power - Decoy army - originaly nod power, but there is no legit science behind it, how can holograms see, how can nod creates them and control them over waste distance
its like some sort of off word magic, perfect for scrin though.

So get test 1.5 beta and leave coment if you like. Do not hesitate and tell me what is good, what is wrong and what is really wrong.

Update:
Please report bugs in this forum

Moddb.com

Carnius

Comments
sonicdragon1234
sonicdragon1234

Yeaa!!.

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kkxxly
kkxxly

Where is link?

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White_Hand
White_Hand

Finally

Btw is chem multi missile a support power or a super weapon?

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APB_ICE
APB_ICE

Support Power; Nod's superweapon remains a nuclear missile.

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CM32
CM32

IMO thats alot of drastic changes IMO, no offense... :/

I do like the new additions nevertheless...

Well, its a beta version, so test away!

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CM32
CM32

Hmmm. Im sure the Chem Missile is a basic replacement of the Tip Vapor Bomb.

BTW I would like to ask for permission into having a source with the main data XML files and Art Assets of the beta... It would be nice

No offense but I don't wholly agree with all these changes... sorry... as a fellow mod community member I kinda like it if we have some kind of way to customize the settings that would better suit our own preferences(I want my fanatics back!!!), but thats probably not gonna happen..
(It could be just a private data transfer if you don't like public source code releases)

Anyway Ill see if there are any game breaking bugs that need to be spotted or a balance breaker of sorts.

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Carnius Author
Carnius

Fanatics may return into production tab in next patch/update. I just dont like their original model. I think it could be done better and they certainly need some extra ability to be usefull, stealth generator upgrade probably or even greater speed bonus. For now I just put them aside to see if they will be missed. I see now its not that easy.
With new model i think even people who dont miss them might accept them. We shall see.

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FortressMaximus
FortressMaximus

Perhaps they should be immune to mind control, after all, they are fanatics. xD

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SpiritOfNimruzîr
SpiritOfNimruzîr

What about the predator its gone too why?

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not_a_fbi_agent
not_a_fbi_agent

glad to see the fanatics gone,they where way to easy to kill and the si would just spam them as i have vulcan towers set up

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CM32
CM32

Well.... sending Fanatics into a bunch of anti infantry defenses is not really a good idea in the first place..... (Cept Buzzer hives, quite good as they take out those buzzers coming at em and blows em up afterwards)

An easier way of doing it is to simply buff em in some way instead of removing em.

I actually do like em, with all their fanatical chant of praising Kane... Ill miss em.

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GooberTrooper
GooberTrooper

Yea! Can't wait to try this out!

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TheNodCommander
TheNodCommander

Ack! I almost fell out of my chair! *DOWNLOADS!*

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TheNodCommander
TheNodCommander

P.S You forgot me!

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[ITM]hammie
[ITM]hammie

OMFG i thought this mod had died away but when i say all the updates my jaw hit the keyboard, THANKYOU!
downloading now

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Razor-Wind
Razor-Wind

I'm playing this beta, i suppose it's normal if the Stalwart have the same appareance than disintegrators (because this is a beta) ? Or is that a problem ?

Great mod, great job, i hope you will continue.

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Carnius Author
Carnius

Its bug!
I thought Stalwarts are ok so I didnt test them much lately and now this! Somehow I have added bad part in to their code, but I have no idea how this happened :(
Its serious bug though, I have to release update sooner than I thought then.

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GoldenArbiter
GoldenArbiter

Carnius, you dog. Fooling us into thinking this would never come out. Unfortunatly I have to go to school soon. I bet however, me and SC will do an extensive amount of testing.

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TheNodCommander
TheNodCommander

Dont you dare leave me out!

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Razor-Wind
Razor-Wind

I suggest you to verifying each unit and structure for the next beta. =)

Did you have read my suggest on mod db ?

http://www.moddb.com/mods/tiberium-essence/page/4#comments

Of course this is just an idea. =)

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Mr.Nuke
Mr.Nuke

whens 1.6?

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CM32
CM32

Hey, need an update to the AI?

I find it a little lacking IMO... just a little.

I know how to program some new AI XML data for you if you'd like.
Though it has its gotchas and I'm required to make a new AI persona as editing the original ones is not possible.
(for example I can make em use the new TE units more frequently and more extensively)
Just PM me and I can give the details.

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Apocalypse9
Apocalypse9

I jizzed in my pants hahahaha

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Razor-Wind
Razor-Wind

I see anothers problems.

-Orca CarryAll have stratofigher upgrade. Bug ? He can't use.

-Militant rifle squad (NOD) have the capacibility of scorpion tank : dig in, can't use.

-Cyborg hijacker can stole your own vehicles (made me laugh).

-Ravage Gunship is not affected by ion storm. The same for Stormrider. Or it's not visible.

-After mind control, allied units (like Reavers) continue to shoot controled unit.

I hope it's all.

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GrandMoffDima
GrandMoffDima

PLEASE TURN BACK 2nd SCRIN EPIC UNIT AND ALL UPGRADES WITH UNITS PLEASE)))))

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PurpleGaga27
PurpleGaga27

Lightning storm? I had that similar support power working back then since C&C3 Reloaded through the help of one useful modder.

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Sefie1999AD
Sefie1999AD

This may be a stupid question, but is it possible to make the Medics heal without deploying them into a hospital? I had several Medics stand in the middle of wounded Rifleman Squads, but none of them were healed.

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Magmafusion
Magmafusion

i really dislike the "new" tiberium, i understand it is a classic but it just looks like cabbages in a pot, i don't mean to offend anybody i just believe that the crystals looked better and i am really into the whole idea of the tiberium evolving from plants to crystals or something like that. great job on the rest really nice work!

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CM32
CM32

Indeed, I'm willing to accept the new tib in a way.

It would be great if we can customize the mod, as we all know not everyone has the same opinion, well unless were a bee hive or something.

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Magmafusion
Magmafusion

when you say new tib what do you mean exactly? trickity trick

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koldsoul
koldsoul

time to reinstall C&C3

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Razor-Wind
Razor-Wind

Update of problems founds :

-Orca CarryAll have stratofigher upgrade. Bug ? He can't use.

-Militant rifle squad (NOD) have the capacibility of scorpion tank : dig in, can't use.

-Cyborg hijacker can stole your own vehicles (made me laugh).

-Ravage Gunship is not affected by ion storm. The same for Stormrider. Or it's not visible.

-After mind control, allied units (like Reavers) continue to shoot controled unit.

-Mutant hijacker and mutant hunter not heal in tiberium.

-Stalwart have same appareance than disintegrators (i regroup all problems founds here).

-In my opinion, animation of mastodon tank can be better (they look static when they move).

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GF_Kennon
GF_Kennon

Behold, MKII's riding Carryalls!

Dl.dropbox.com

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Razor-Wind
Razor-Wind

GF_Kennon = AHAH, need an update.

Update of problems founds :

-Orca CarryAll have stratofigher upgrade. Bug ? He can't use.

-Orca CarryAll can transport Mammoth Mk II (Gf_Kennon).

-Militant rifle squad (NOD) have the capacibility of scorpion tank : dig in, can't use.

-Cyborg hijacker can stole your own vehicles (made me laugh).

-Ravage Gunship is not affected by ion storm. The same for Stormrider. Or it's not visible.

-After mind control, allied units (like Reavers) continue to shoot controled unit.

-Mutant hijacker and mutant hunter not heal in tiberium.

-Stalwart have same appareance than disintegrators (i regroup all problems founds here).

-In my opinion, animation of mastodon tank can be better (they look static when they move).

-Omni sensor array : repair icon for vehicles visible if deployed.

-Combat hospital cannot be repair and auto-heal in tibetium.

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Нunter-Seeker
Нunter-Seeker

ahh I wish I can play it... :o

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Razor-Wind
Razor-Wind

Another update ! Sorry for all of this message but i try really to find problems. =(

-Orca CarryAll have stratofigher upgrade. Bug ? He can't use.

-Orca CarryAll can transport Mammoth Mk II (Gf_Kennon).

-Militant rifle squad (NOD) have the capacibility of scorpion tank : dig in, can't use.

-Cyborg hijacker can stole your own vehicles (made me laugh).

-Ravage Gunship is not affected by ion storm. The same for Stormrider. Or it's not visible.

-After mind control, allied units (like Reavers) continue to shoot controled unit.

-Mutant hijacker and mutant hunter not heal in tiberium.

-Stalwart have same appareance than disintegrators (i regroup all problems founds here).

-In my opinion, animation of mastodon tank can be better (they look static when they move).

-Omni sensor array : repair icon for vehicles visible if deployed.

-Combat hospital cannot be repair and auto-heal in tiberium.

-It's possible to buy 5 or more mutant marauders, humvee, looted pitbulls, fiends and mastodons tanks if we use majuscule for command 5 units on the build icon (left clic = one unit, left clic + majuscule = 5 units). For a maximum of 7 units of each type (first command = 2 units, and for the last unit left clic + majuscule).

-It's possible to deploy unlimited omni sensor array : buy one, deploy it, you can buy another.

-Looted pitbull have the abililty to heal in tiberium, but he don't.

I think it's all for the moment. Have fun for correct this. =)

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Sefie1999AD
Sefie1999AD

While it does look odd that Orca Carryall can transport Mammoth Mk II, the same could be done even in Tiberian Sun. Therefore, it might not be necessary to make Mammoth Mk II untransportable, though something should be done about the transporting graphics.

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Razor-Wind
Razor-Wind

Moddb.com

More bugs here. :>

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Scotttiger
Scotttiger

Carnius, Why you removed GDI Commando ?? :(

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CM32
CM32

Zone Commando Replaces it basically, since the roles are the same.

Its still there in World builder and SP missions.

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jev
jev

does anyone else have a problem when trying to update like it keeps saying removing old files and is frozing

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connah_r1
connah_r1

only thing i miss is the lack of GDI airborn based reinforcment powers

i know this is a beta, but a number of the single player missions as nod have some glitches. for example sam turrets in the ayers rock mission, they need a hub placeing, but can't be repaired

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Cncforever
Cncforever

Does anyone else think the Nod Cobra Artillery is too overpowered?

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