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 video unit profiles - community forum

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Tiberium Essence 2.0 Forgotten Tiberium Essence 2.0 Forgotten Tiberium Essence 2.0 Forgotten
Blog RSS Feed Post news Report abuse Latest News: June News

8 comments by Carnius on Jun 7th, 2015

Hello my friends!

After small pause im here with something interesting for you. I have been thinking more extensively about evolution of the forgotten. There has been some hints in TS that mutants can become powerful beings if they do not turn into mindless brutes. At least eventually. Just like mutant leader Tratos who has some some special psychic abilities. Also I like to tap into other cnc games for inspiration to create interesting unit for forgotten and so I get this idea of mutant version of Tesla trooper. Basically its evolved mutant who generate electricity so strong he can throw lightning bolts.

Tiberium Essence 2.0 Forgotten


Also there have been complains about Punisher tank is not the right forgotten unit and that mastodon is better. Well I have replaced mastodon with punisher for good reason - because I want to create unit with more original design than salvaged mammoth tank but it can still have garrisonable buker in turret and so instead of four barrels he get just two. So here is Punisher tank with new design.

Tiberium Essence 2.0 Forgotten


And combining this two you can get some interesting results xD

Tiberium Essence 2.0 Forgotten


See you next time with more info on Forgotten and Tiberium Essence in general.

Carnius

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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 162 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 159 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  (20 - 30 of 13,310)
Valherran
Valherran Aug 19 2015 says:

Hey guys,

I had to reinstall this MOD on a different system since I moved work locations. What did I need to do in order to manually fix some of the bugs that were present with 1.6 again? Such as the Harvester bug etc? If you can post a link or leave a detailed reply here on what to do, that would be most helpful. TY.

+2 votes     reply to comment
Oaks
Oaks Aug 22 2015 replied:

Ok, after hexadrilionth time again.
Objects in WB TiberiumFieldRedzone and TiberiumFieldBlueRedzone were swapped with doodad objects with the same animation model which containts no tiberium. (TETiberiumChasm03, TETiberimChasmBlue03)
We have to wait for Carnius to fix those few in the campaign itself.
Otherwise for skirmish, you can simply put normal fields over them with adjusted values, growth rate,etc(you can simply check it from TE 1.5 or even TE 1.4) by and while using Astors file for mod enable in WB and the OS BIG editor to open and adjust skirmish maps (or even for opening and adjusting the campaign maps to play as custom game and changing them into skirmish maps)
Moddb.com
Moddb.com

Slovenia mission for mr. Destromath:
First, bugs belong to bugs TEF forum, especially those bilion times repeated as this.
Tell me if you have done Slovenia mission on Hard.
Sometimes, the weapon of Avatar will upgrade itself upon gaining Heroic rank(works for me always, thus fullfiling the objective, Zone Commando EMP C4 not working only on Avatars is known too)

Secondary resource income,IDK, for example neutral spikes and silos which can be captured and destroyed for infinite regrowable tiberium maybe?!

+1 vote     reply to comment
Destromath
Destromath Aug 23 2015 replied:

I've done all the missions on hard difficulty.
The 'bugs' aforementioned persist.
I hope they can and will be fixed.

P.S:
I would also like to see campaign missions be made compatible with "A New Experience" mod variant for TE.
In my opinion, the game looks a lot better with NE (> Moddb.com <)
& Chrono Shaders (> Moddb.com <) enabled. But that is just a personal wish. Since I dabble in visuals, I can not do this. I hope those more versed will grant my wish. :)

+1 vote     reply to comment
Oaks
Oaks Aug 23 2015 replied:

Well, I rather wanted to ask how you actually did that mission on Hard.
In earlier versions the Mammoth MKII werent attacking. And stealthed stuff had a meaning even againts Pitbull spam.
You dont have much credits to spare.
Noticed that sometimes the enemy waves are followed by repaire drones.
They never run out of credits and endlessly produces huge APC/Pitbull waves right after you kill engineer by catalyst transport.
Big chunk of your tib field gets bugged, does not glow and cannot be harvested. Not a good moment for bunch of elite Juggernauts to appear along with MKII, Disruptors and Mammoth, followed by more waves.
I confirm that enemy attacks both walls and gates.
Final GDI mission gives me even less sense.
Red zone tib fields are in GDI penultimate Rome mission wheres absurdly ridiculous numbers of Nod.
Cologne mission Sonic emmiters are unable to attack all those Disintegrators,probably due to minimal attack distance required.
Scrin are not summoning their oldest Mothership in Bern mission.
One would say that it would be a hardwired unit.
And Munich? Carnius rather decided it to be un-modded in the end.
And I would be glad if Scrin in final Nod mission would not feed the enemy Mammoth MKII with heroic rank.
Theres always something.
But the one absolutely most positively absurd mission of all, is Stilleto. I tell you that.

+1 vote     reply to comment
Guest
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Oaks
Oaks Aug 25 2015 replied:

As do I. But I talk about the mod and this(ese) particular mission(s).
You never had troubles with getting intelligence database on Tripod in GDI Stuttgart and Nod Commando intel in IDK-what-mission?
They can be manually fixed anyway.
Gamefaqs.com

+1 vote     reply to comment
Destromath
Destromath Aug 28 2015 replied:

No I do not have all the Intel. But that was an issue even with the original game. Not (only) the mod itself. I'll consider fixing it manually. Thanks for the info.

+1 vote     reply to comment
Destromath
Destromath Aug 24 2015 replied:

Whoops, forgot to log in. ^^^
Well this is my comment, count it as such. :)

+1 vote     reply to comment
Oaks
Oaks Aug 26 2015 replied:

Yes, that was obvious as well. xd

+1 vote     reply to comment
Destromath
Destromath Aug 28 2015 replied:

Well sometimes it is good to state the obvious. xD

+2 votes     reply to comment
Oaks
Oaks Aug 28 2015 replied:

indeed. I do that for years. but no gratitude whatsoever. xD

+2 votes     reply to comment
Destromath
Destromath Aug 29 2015 replied:

"More often than sometimes." :)

Youtu.be

Keep at it. Peace.

P.S: I for one, say: Thanks. :)

+2 votes     reply to comment
Destromath
Destromath Aug 23 2015 replied:

*Since I only dabble in visuals, I can not do this. I hope those more versed in programming/coding will grant my wish. :)*

+1 vote     reply to comment
Valherran
Valherran Aug 22 2015 replied:

I am surprised he hasn't put out a hotfix for some of these yet after all this time.

+2 votes     reply to comment
GENERAL-HAVOC
GENERAL-HAVOC Aug 19 2015 replied:

You need the source code, but, i don't think is aviable, ask carnius for the source code.

+2 votes     reply to comment
Valherran
Valherran Aug 20 2015 replied:

It was a fix involving opening all the maps and changing something manually.

+1 vote     reply to comment
Threestepsfromhell
Threestepsfromhell Aug 17 2015 says:

I really think this game needs a secondary resource income, like in Generals. Drop zones, or fix income of credits of likes like hackers or black market.

Upgrade costs are already insane and once tiberium goes away, the game becomes boring.

+3 votes     reply to comment
Destromath
Destromath Aug 13 2015 says:

Two issues I've noticed when playing the GDI & NOD Campaign with this mod:

1st. - During the mission, where the player, as GDI is suppose to conduct an assault on Temple Prime a bonus objective can not be completed. The bonus objective is: Destroy a walker with the commando. This is impossible since the old function of jet pack + explosive combo is disabled, and the game does not detect anything but this particular course of action as the trigger for the objective completion.

2nd. - During the defense of Liquid tiberium weapon (Nod Campaign) A bonus objective exists that pertains to the avatar, and it is as follows: Upgrade the avatar ((by destroying the certain set of vehicles: attack bike, beam cannon (disabled during this mission), stealth tank, devils tongue (flame tank alternative))

I suggest a couple of solutions for you to implement, per your convenience (since these issues are not game-braking):

1st. - Take away the two Gatling gun vehicles at the start of the GDI "Assault on Temple Prime" mission and replace them with the old commando, also replace the zone commando with the old one in the barracks for the duration of the mission.

2nd. - Enable the old upgrade system for the avatars during the Nod campaign mission, which involves the defense of the Liquid Tiberium weapon transport truck, by simply spawning the old Avatar models as the 3 that spawn beyond the border of the map as reinforcements.

Thank you for your patience and assistance, and the excellent mod.
Keep up the great work.
Looking forward to the Forgotten faction addition/release.

Once again, thanks.

+3 votes     reply to comment
‡vlado32‡
‡vlado32‡ Aug 17 2015 replied:

if I remmember correctly you can´t modify missions in mod without editing files that are in game folder, I doubt he would do such thing... maybe some of fans could, it would be an independent addon for those who want to play campaign

+1 vote     reply to comment
Destromath
Destromath Aug 17 2015 replied:

Well perhaps they could look into the codding of their existing abilities, and augment/fix them in such a way that the bonus objectives can be completed during the campaign. I am sure that is possible. After all it is possible with the default units.

P.S: The units in question are:
The Avatar Warmech & The GDI Commando
[refer to my first comment for details].

+1 vote     reply to comment
Guest
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Oaks
Oaks Aug 7 2015 says:

I wonder what shall be that Vindicator unit in the process:
Moddb.com
Probably that Hind-like Forgotten helicopter gunship VTOL air unit?
Anyway, these august summer heats, Carnius busy RL and vacation taking into account,yeah, pretty much something tells me that it would be wise to be patient atleast until start of autumn.

+2 votes     reply to comment
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Carnius
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Released 2008
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Highest Rated (53 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 by -Redeemer-

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