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.


Tiberium Videos Production                       Tiberium Essence Fans
- cnc related videos and more                      - community maps, pictures, tips and tutorials
- Tiberium Essence video unit profiles            - community forum

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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!

68 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
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. 


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Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 111 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  (30 - 40 of 12,806)
Guest Sep 22 2014, 6:59pm says:

Can someone please help? I just got cnc3 again (after about 2 years), installed it, patched it to 1.9, and now i'm trying to get this mod. I played the previous version a few years back, but am dying to play 1.6 on my new laptop with x5 the specs of my old pc. It's odd because I have multiple cnc3 file points. one is c/program files/electronic arts/cnc3, another is c/users/me/appdata/roaming/cnc3, another is c/documents/command and conquer. I've tried creating the "mods" folder in all 3, extracted files to it, and it just will not work. Any help would be much appreciated.

+2 votes     reply to comment
Oaks Sep 23 2014, 8:12am replied:

I suppose you have Windows 8 (8.1)

TE 1.6 (mods,replays,screenshots) goes in:
C:\Users\Name\Documents\Command & Conquer 3 Tiberium Wars\mods\TiberiumEssence

Play one un-modded game.
Just start the skirmish, sell your construction yard and exit the game.
The game browser with mods and replays will activate(via autorun).
You can also use the shortcut launcher:

Maps(via the Worldbuilder Editor) goes in:
C:\Users\Name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\Maps
Folder Appdata is hidden, by default I think.
How to enable mods in Worldbuilder:

+3 votes     reply to comment
darkyuri Sep 21 2014, 11:11am says: +2 votes     reply to comment
darkyuri Sep 21 2014, 2:42am says: +2 votes     reply to comment
CnC_Fin Sep 21 2014, 8:14am replied:

All those pics are here too...

+1 vote     reply to comment
CnC_Fin Sep 18 2014, 12:52pm says:

I feel that Nod's tunnel system is sort of useless. If they need to transport infantry fast, they can use either upgraded Scarab's to travel quickly from one point to another, or use Nightwinds to go anywhere undetected. Even though you can quickly transport 3 squads at once with the tunnel system, you can only take them where you have built a tunnel exit instead of frontlines or unoccupied urban areas. I think the tunnel system could be removed from Nod's build list in the next version, but perhaps leave it in the Worldbuilder as it is, if someone wants to make a mission with Nod tunnel network.

+4 votes     reply to comment
zunzero97 Oct 17 2014, 11:54pm replied:

i agree

+1 vote     reply to comment
Zsombi Sep 19 2014, 6:17am replied:

Or just allow the entrances to be built even outside of control areas.

Would it be possible to hold more than 3 squads or to somehow select 2 entrance points and simply automatically unload anything that goes in the other .. like the Scrin wormhole, but this would allow only own units, no vehicles (or maybe bikes and buggies too) and with a few second delay (after all it's not teleport). ?

+3 votes     reply to comment
Vancer2 Sep 17 2014, 1:29pm says:

I'd like to suggest having someone recheck everything for the english language. It's just been translated using google translate. Thats just broken english

+4 votes     reply to comment
Oaks Sep 16 2014, 9:25am replied:

I probably wronged uri91 a little bit, but Palanduss is way more
..lacking in knowledge about TE, than that.
Mutants has also Tiberian fiends for stealth detection.
The core of problem for entire community is that people dont realize the originality of TE, confusing the stuff from CNC3,TS,KW and TSR,TFM mods with it.
Disregarding different modder,company,lore and story, gameplay balance, game mechanics and game engine.

Yes, you are right Palanduss. Nod Cobra artillery could/should have both passive and active ways of deploying itself.
Guess who mentioned it long time ago. Yours truly.
It were active in 1.4, but when computer AI used Cobra, it deployed itself and became immobile for the rest of game in the moment when it appeared out of war factory,thus blocking the exit for factory.
Thats why its passive since 1.51 Alpha.

That..."thing".. you created on TEF suggestions forum thread,
tells me you have played TE not even for 5 minutes.
So please, bear it with those who play it for 5 years, as we bear it with you, and uri91.
And sorry for the lack of mutual respect.

+3 votes     reply to comment
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Release Date
Released Sep 5, 2008
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1297 votes submitted.

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Highest Rated (51 agree) 10/10

-->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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