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 2.0 - Forgotten Tiberium Essence 2.0 - Forgotten Tiberium Essence 2.0 - Forgotten
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34 comments by Carnius on Dec 1st, 2014

+++ Reciving transmission +++

+++ Updating mod status - Mod is alive and ready for future updates +++

+++ Welcome Back Commander +++
Important update on mutant civilian population in red zones.
Mutants spotted building new military bases and building new armies.

Mutants weaponizing blue tiberium with devastating results.

Their motivations and purpose are unknown.

Future update on situation required.

+++ End of transmission +++


Yes it´s true, mutants as playable faction - The Forgotten will happen in Tiberium Essence.
I know it is been a long time since last update, but to be honest I was not sure what to do with TE after that. After many thinking and testing different things I have come to decision that Forgotten as playable faction is way to go. The process that lead to this point was also slow and uncertain to the last moment and its not quite finished yet, but at least I have finally something to show you.
Also there was some ups and downs, things happened that I can´t talk about, so it was not easy to keep it going this year.

Anyway rest assured mod is alive and it's going to be bigger.

I have a lot to show you so there will be more updates soon this is just beginning.

Also if you like it so far, vote for mod in annual moddb awards.

Thank you for your support and see you soon.


Downloads RSS Feed Latest Downloads
Tiberium Essence 1.6 Beta

Tiberium Essence 1.6 Beta

Feb 2, 2014 Full Version 132 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 13,025)
SryCauldon Jan 13 2015, 8:30pm says: that I think about it....isn't the Scrin's Lightning Spike the only defense that has no upgrade?

The Scrin hive can be upgraded, the GDI turrets can all be upgraded, the Nod turrets and SAM can all be upgraded...

The only first tier defense that does not have any form of upgrade to improve it's abilities late game is the Scrin Lightning Spike.

Would be nice if maybe it had a upgrade to allow it to create a small scale Ion Storm, or maybe a constant Ion Stream instead of a single pulse.

+6 votes     reply to comment
Oaks Jan 14 2015, 7:24am replied:

I would put back old but remodeled Photon cannon with plasma discs- tiberium enhancement upgrade
Problem with Manta/Lightning Spike is that its lightning strike attacks cant possibly have a weapon damage upgrade with appropriate animation improvement.
Particle accelators weapon range upgrade for Disintegrators and Devourers is needless,they should have more proper by default (like basilisk outranging even T3 defenses)
I would also remove bugged Buzzers/Buzzer Hive and Tiberium Hive uprgade(as well as their needless clear garrison) along and redone Disintegrators as buffed T2 infantry,4 squad members for 650-850 credits with clear garrison(maybe they could switch weapon to old corruptor tiberium puke)
Ahh,due to Westwoods concepts Stalwarts were supposed to be Scrin T1 basic infantry.
Eradicators in Tacitus Archive are kind of needles.
Shock troopers must be garrisonable and they should require only Stasis Chamber.
Permanent ion storm is a thing of their T3 defense Storm Column.

+1 vote     reply to comment
SryCauldon Jan 14 2015, 10:45am replied:

Heh, given how many changes in both balance and function you would like to make it seems like you would prefer to make your own mod rather than use the one made by Carnius.

+1 vote     reply to comment
Oaks Jan 15 2015, 5:07am replied:

Heheh. Nope those are just humble suggestions, yet I do realize they go little bit overboard.
I admit I still crave for some Scrin APC (Manta were APC for Buzzers in TE 1.3, but thats senseless, combine with buzzers ability is useless)
And its a disscusion which goes way back.
I already heavily disscused and explained why Scrin needs atleast some Repair drones for the multiplayer playing-remember M0nkfish and his unit suggestions and my Scrin gameplay balance suggestion versions?
How they will repair their human allies,captured stuff,namely Mutant vehicles for example,even if we have Repair Bay?
Fiends,Zone troopers,Defender troopers,Cyborg squad,Cyborg commando,Stalwarts,etc. are bigger than a small car,yet they all are riding their sorry ***** in a Humvee!
Shock trooper is just as big as Pacifier or Mastermind.
Who cares they're in squad, while they cant defeat single Jetpack trooper.
In fact it is because Scrin garrisonable stuff-Stalwarts and Shock troopers with them has Blink packs.
But we already know that any unit under fire is suppresed and cant use any ability or atleast with big troubles.
That applies especially on infantry squads.

+2 votes     reply to comment
SryCauldon Jan 15 2015, 11:13am replied:

Personally I enjoy what has been done, and as mentioned think it adds a unique aspect for the Scrin to repair via ambient energies rather than drones, it sets them apart. And I checked, and in the Skirmish Video it shows a Zone Trooper in comparison to vehicles, and while big, it is just suit of armor big, they aren't as big as a small car, likely only half the size of a Shock Trooper. And all those others you mentioned, the cyborgs (except the Reaper) are based on human physiology so should be similar in size to a human if a bit bigger, and the stalwarts are made to be about the size of humans. In video Zone Troopers are shown to be within the size range they could fit into a house, as have the cyborgs which are proportionate to Zone Troopers, while Shock Troopers have been shown to be too big. Carnius's work is as much a work of art as one of balance, at least to me it seems he bases how things work, and look, to a fair extent based on how he envisions them working in the Tiberium Universe. He creates things based on his vision of the game world, then balances them afterward to fit the game. I love his mod in it's current format, and while there are admittedly a few things that might be nice to have shifted a bit, in the end I shall trust Carnius's judgement, what he has given us over the years has beaten the pants off every other C&C3; mod after all, at least in my opinion.

+1 vote     reply to comment
Oaks Jan 15 2015, 4:06pm replied:

And we are here to discuss how to set things right and strive for perfect gameplay balance, with advice and suggestion.
Heres your infantry size comparison and guess what, Zone trooper is taller by two heads over Shock trooper, you are in the second floor and Stalwarts head is sticking into the window, dude:
(pls, use HD view, there are gaps because my Seekers/Attack bike strangely did not have detection circles and did not detect the stealthed neutral infantry)

+1 vote     reply to comment
FortressMaximus Jan 14 2015, 11:37am replied:

Not exactly. Oaks is right. Replacing the Photon cannon (upgradeable) with the Lightning Spike (it was a nice ability, while the storm isn't that great) it was indeed a mistake (and other things like removing repair drones in favour of ligthings/radiations, which are better suited as supports).

Scrin needs more garrisonable infantry. Buzzers do nothing and the rest of the infantry isn't efficient in urban fights.

+1 vote     reply to comment
SryCauldon Jan 14 2015, 3:21pm replied:

I personally greatly enjoy the fact that he replaced the Scrin Drones with the ability for them all to heal from Radiation and such, it makes them ore unique and alien, a giving them a significant distinction from the human factions in that they use ambient energies for their repairs rather than small automated flying machines, it also turns every Tiberium field into a repair yard for them.

+1 vote     reply to comment
SryCauldon Jan 14 2015, 3:38pm replied:

Tsk, a bit tired, missed a few typos.

+1 vote     reply to comment
Gallade Jan 14 2015, 1:02pm replied:

Agreed. The inability to garrison Shock Troopers has always been a thorn in my side too. I do find Stalwarts to be quite effective when garrisoned, if they could just have a garrisonable anti-armour unit to support them when they are in there they could cause some real damage! Plus they have a garrisonable aircraft (Ravage) with gun ports to enable internal small-arms fire. It is only really useful with the Shock Trooper, nothing else.

Something I would like to suggest would be allowing a Laser Turret Node to deploy three laser turrets again instead of two. The new models are definitely better than the old ones but I just can't help but feel they are a little underpowered when there is only two of them.

It will be interesting to see what base defences the Forgotten will have. Maybe mounted miniguns, tiberium shard launchers, anything really. They use old technologies I think so there is a vast array of possibilities.

+3 votes     reply to comment
FortressMaximus Jan 14 2015, 2:35pm replied:

As seen in the screenshots they use old GDI watch tower (upgradeable with Gauss cannon, maybe?) and the Nod AT turret. They may use a Quad cannon as AA turret.

For the rest yes. All basic Nod turrets need to be triple (the SAM is awful now).

+1 vote     reply to comment
SryCauldon Jan 14 2015, 3:13pm replied:

Carnius was at one point going to have all Nod defenses be single turret, but I and some others managed to convince him of how having more than one turret was part of what made the NOD defenses unique and gave them a certain level of tactical flexibility. He stated that he balanced the two turrets to have the same DPS as the three towers before, beefing up each ones individual power to make up for the lack of a third, as such they might seem weaker due to less guns firing, but they aren't. Though I admit their AA is easier to take out with just the one turret and the relatively slow rate of missile fire. Also, it makes no sense for Shock Troopers to be garrisoned, if you watch the vids in game the Shock Troopers are about the size of a very small car, they aren't built to enter human habitations, the fact that they couldn't be garrisoned in the main game reflected that, and I believe Carnius felt the same on the matter.

+1 vote     reply to comment
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C&C3: Tiberium Wars Icon
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Released Sep 5, 2008
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1311 votes submitted.

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Highest Rated (53 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-

Real Time Strategy
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