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!

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
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 106 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  (50 - 60 of 12,735)
Nkey88 Jul 17 2014, 8:36am says:

Excellent mod, real two war for Tiberium. Great thks.
Good luck!

+3 votes     reply to comment
MachoMan89 Jul 15 2014, 12:25pm says:

I really hope the Mutants get their own faction(playable buildings and everything) in this mod, would be cool to see Cabal's army as well. Have you guys ever thought to create the mechs you see in the cutscenes and images during the intro to the campaign?

+2 votes     reply to comment
Metaseal Jul 14 2014, 5:48am says:

Guten Tag

in C&C Generals and C&C Tiberium Wars EA made useless infantry warfare in cities and over all with the inclusion "I clean a building with 10 soldiers with 1 flash granade(generals)"or "I clean a building with 3 infantry squads with 1 granade or 1 flame thrower(tiberium wars)" making this game a "meat grinder". Is there a way or a possibility to remove grenadiers, black hand and remove buzzers anti garrison skill? Never seen in any other game something like this, thanks the devs they fix this in RA3. Normaly one make use of artillerie and NORMAL flame throwers (CoH, WiC and War Game)

+1 vote     reply to comment
Oaks Jul 14 2014, 6:46am replied:

Its called a tactic and unique game mechanic.
Without clear garrison for heavy infantry,
you can practically remove Black Hand/Disc thrower.
Lets decrease their range to almost melee, also to Corruptor.
Buzzers/Buzzer Hives are filled with bugs and are theme for themselves.
Stalwarts has melee active ability, Disruptors has active ranged ability, but with cooldown.
To somewhat truncate and adjust clear garrison capabilities, yes- Increase T2 heavy infantries prices,build times, deny them to garrison within structure,decrease their movement speed,etc,
But: To completely remove it? Dont think so.

+5 votes     reply to comment
Metaseal Jul 15 2014, 11:52am replied:

Guten tag Oaks

that "tactic and unique game mechanic" is killing infantrie tactics since Generals making them usless I repeat.
Look at Red alert 3 and how clear garrison works, far much better and balance. You need to hit a building with at least 2 or 3 molotovs to kill on soldier and the same with pacekeeper and warriors.
Entweder Disk thower/Black hand are removed and Buzzer clear garrison skill is removed oder they move slower, have normal armor and short rage of attack and also need various hits to kill a soldat. Infantrie having longer rage of attack is needed to, longer rages for vehicles to. I repeat, please take a look at Red Alert 3, Company of Heroes, Wolrd in Conflict and War Game, that is the way to clear garrisons. Infantrie is to be strong in urban combat,not being mass killed in a building with a single granade impact on it.

+3 votes     reply to comment
Oaks Jul 17 2014, 7:07am replied:

First learn English.
The T2 heavy infantry and clear garrisoning is here for a reason how to deal with infantry spamm,especially when urban maps are filled with garrisoned missile/rocket troops.
Death of 3 or 6 basic infantry squads is a statistic.
Death of higher tier infantry or even Commando is a tragedy.
In terms of being "garrison cleared".
Just ungarrison them, take care of "clearers" and you can go trolling all my units again, while holed up in your garrisonable buildings.
Look at TFM mod where the only unit able of clear garrison is artillery Fissure tank.
Its absurd.
Even flame tanks,/apc with disc throwers/corruptors are getting big punishment from garrisoned units.
The simple and good tactical meaning of it is that your advantage and safe position of infantry has a weakness.
I am not saying that you are wrong, but not entirely right either.

+3 votes     reply to comment
Metaseal Jul 17 2014, 6:48pm replied:

Guten Tag Oaks

May be this game is to arcade for me taking in care my "realism" taste for strategy games and mods. That is why I do not play this arcade strategy games that much.
"First learn English." My apologies if my english level do not please you, but taking in that I speak 4 languages is kind difficult not to mix both of them.
That "First learn English." is very rude from you taking in care that the first rule in foreing languages is always be respectful and mind your manners.

Have a nice day Sir.

+2 votes     reply to comment
phenom1992 Jul 13 2014, 11:38am says:

Is it compatible for C&C:NE add-on for TE with C&C:TE v1.6 ?

+2 votes     reply to comment
.Mac. Jul 12 2014, 11:14pm replied:

Any custom C&C3 map should work for TE just fine. They just won't have any of the TE exclusive props/textures is all, unless you or anyone added some in via WB.

Here's a good guide on how to install custom maps:

+3 votes     reply to comment
freakyplayer Jul 13 2014, 3:22am replied:

Thanks, again :)

+2 votes     reply to comment
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C&C3: Tiberium Wars Icon
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Release Date
Released Sep 5, 2008
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1297 votes submitted.

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Highest Rated (50 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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