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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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!

65 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
Contact: wowa566@azet.sk
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.

General:

- 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

GDI

- 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.

Nod
- 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

Scrin
- 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. 

Carnius

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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 108 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 148 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 158 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 76 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  (11360 - 11370 of 12,774)
ehsanfs
ehsanfs Aug 22 2009, 10:17am says:

hey carnius, SUPERB job with the mod!

ps: could u bring back the EA version of the railgun? because a railgun "bullet" doesn't travel like that in 2 ways. 1, it moves 5.8 km per second, so you wouldn't actually see it move. 2 because of it's speed, it would look kinda like a laser-hence the reason i believe the EA version is more precise. Thanks!

keep up the great work!

+1 vote     reply to comment
Karos
Karos Aug 22 2009, 9:48pm replied:

but the EA one dosent show it breaking the sound barrier. but i agree with you. for rilisam you could make the the zone Troopers use Carnius style and the tanks could use EA's one

+1 vote     reply to comment
ehsanfs
ehsanfs Aug 22 2009, 11:06pm replied:

wait, what do u mean, break sound barrier? you can't show that. its just like a bubble of air, not halo's of ions. EA's railgun animation is more precise

+1 vote     reply to comment
Carnius
Carnius Aug 23 2009, 12:48pm replied:

In fact EA version is as far from reality as mine. In real world railgun is invisible or if you use luminous projectile it looks like laser for naked eye. Its just i cant stand these EA weird lightnings. But don´t worry in v1.4 my railguns hit instantly as railguns should.

+1 vote     reply to comment
Spellbound
Spellbound Aug 22 2009, 7:51am says:

Do you think you could add the blue flames upgrade from KW for flame tanks (well Devil) and Black Hand back in the next release?

+1 vote     reply to comment
Partoal
Partoal Aug 24 2009, 5:40pm replied:

It would be imba. The flames are already strong enough (flames that can destroy building in 5 secs? interesting.)

+1 vote     reply to comment
playmsbk
playmsbk Aug 22 2009, 4:03am says:

i was thinking that gdi needs an aircraft that is used in combat and doesnt need to return to an airfield (like the hammerhead in kane's wrath but i would prefer it like the twinblade in ra3 wich fires rockets too).

+1 vote     reply to comment
playmsbk
playmsbk Aug 22 2009, 3:40am says:

that upgrade makes all the scrin units (the insects,flying fishes and lobsters)rank up faster.

+1 vote     reply to comment
Karos
Karos Aug 21 2009, 5:55pm says:

yeah that would work thanks. what are you doing with the black hand and confessor anyway, (texture inhancment?)

+1 vote     reply to comment
SG1Shadow
SG1Shadow Aug 21 2009, 4:59pm says:

Oh. Can you make the scrin infantry training ability like in TWA. I don't remember exactly what it does. I think it make basic infantry rank fast and increase buzzer HP. I think. i could be wrong but do you tink you could add something similar.

PS i love the Scrin Sulwat unit (sorry. I just know I spelt it wrong)

+1 vote     reply to comment
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C&C3: Tiberium Wars Icon
Platform
Windows
Developed By
Carnius
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Release Date
Released Sep 5, 2008
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9.6

1296 votes submitted.

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Highest Rated (50 agree) 10/10

AWESOME MOD
-->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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Real Time Strategy
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