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 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 161 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  (60 - 70 of 13,247)
Zygo
Zygo May 6 2015, 3:24pm says:

This is my favrate mod, BUT i wish you would have kept the orignal scrin units, they looked alot better, especially the tentical monster an mother ship.

Also i wish you added the super units from kanes wrath also since youve already added the building for them. but like i said, scrin needs alot of work still.

+2 votes     reply to comment
Oaks
Oaks May 7 2015, 7:05am replied:

LAN game? That reminds me I am in search for someone for multiplay-fun,(and promotion of multiplayer):
Moddb.com
Moddb.com
Moddb.com
Moddb.com
but all those Hamachi rooms are full, theres practically no-one on Tunngle,
even though Tunngle is far more elegant(and for 255 people per game).

By tentacle monster you mean the hated Apod?(Annihilator Tripod), replaced by awsome redone,rebalanced Quadpod?(albeit little bit big head, slow,clumsy and with non-appearing forcefield bug)
I also somewhat miss the Catalyst beam, but its OP nature and friendly fire,
killing even air units doesnt make sense.
And due to lore, Catalyst beam is supposed to be used rather for spreading tiberium than erasing a whole map.
Scrin definitely need far more work(mainly infantry), but KW Epics(or anything from KW) are out of question in any case.

+1 vote     reply to comment
Zygo
Zygo May 7 2015, 11:46am replied:

Yeah thos Annihilator Tripod i thought had a much better design same goes for the majority of the scrin units in the original, but im all in favor of adding new ones to the team, at the moment they do seem to be the most under developed.

And i also prefer the ion cannon in the oriignal aswell, how it swirls around an pauses before the epic exposion. but i gues im just that 1 in a million, dont get me wrong im not hating on some of the design choices, i just think that some things didnt need changing thats all. much love an respect to all the devs behind the project.

+2 votes     reply to comment
Battle_Bee
Battle_Bee May 23 2015, 1:01pm replied:

The Ion Cannon was changed to work more like its Tib Sun version. Precision strikes.

It can one shot a ConYard, actually!

0 votes     reply to comment
Guest
Guest Jun 10 2015, 2:52am replied:

This comment is currently awaiting admin approval, join now to view.

H-Man980
H-Man980 May 2 2015, 2:51pm says:

dont know if you have fixed this or not but the 2 montauk abilities have switched descriptions. just thought id let you know

+1 vote     reply to comment
Cabal/Legion
Cabal/Legion Apr 28 2015, 11:24am says:

Something i'm curious of, Whats the complete list of old units and building's from Tiberian Dawn & Tiberian Sun should the forgotten have on their arsenal?

Tiberian Dawn GDI Mammoth Tank [changed to] Mastodont Tank
Tiberian Dawn GDI Medium Tank [changed to] Forgotten Punisher
Tiberian Dawn GDI MLRS [changed to] Forgotten Hydra
Tiberian Sun Tiberian Fiend
Mutant Hunter
Mutant Humvee
Mutant Hyjacker
Tiberian Sun GDI Mobile Sensor Array

They proberly could have..

Tiberian Dawn NOD Flame Tank
Ghost Stalker
GDI's repair bay
Visceroid

C&C4; units but by giving them new design from scratch to make all better than EAs

School Bus / Scrap bus
With No school in the world is safe for children to go, Hundreds of buses are left to rot

IronBack
All made with parts of junk all over the world and serves as brute force.

+2 votes     reply to comment
Oaks
Oaks Apr 28 2015, 2:47pm replied:

Practically all units from Mutant mercenary center will not be at disposal for Forgotten faction.
You forgot on Cougar,Crusher,Wardozer,Reclaimer,Brute squad.
To hell with CNC4 and eternal death to Scrap/Fortified Bus and Ironback.
Still expecting few air units(and airfield structure type) probably around summer.
And second offensive Epic unit, as Carnius stated before.
Here: Superjoe.ppmsite.com are still many interesting units, though TE should not end up as copy of TFM or something.

+1 vote     reply to comment
fedonkin98
fedonkin98 Apr 25 2015, 12:47pm says:

Hello, my friends. I need your ideas about another version of the third part of the Tiberium Saga.

+1 vote     reply to comment
Ilikesee Online
Ilikesee Apr 25 2015, 12:44pm says:

(Tiberium Essence 1.6 Beta)
I.imgur.com
I.imgur.com
I.imgur.com
All Harvester can't auto collection all chasm's Tiberium. This is BUG?

+2 votes     reply to comment
Oaks
Oaks Apr 26 2015, 9:08am replied:

I will repeat myself for the bilionth time already, but its rather kind of Carnius's backlog and simple small human error of overlooking small detail, instead of actual bug.
He just switched places by mistake in Worldbuilder of the objects ByNativeType->Neutral->MiscNatural->TiberiumFieldRedZone and TiberiumFieldBlueRedZone with new doodads he created, which does not contain tiberium, but looks exactly the same- objects NEUTRAL->MiscNatural->TETiberiumChasm01 and TETiberiumChasmBlue01.
And thus Tiberium red zone chasms cannot be harvested.
It can be simply fixed by opening the map and placing, for example, TiberiumFieldSeeded atop it.
I expect it to be easily fixed by release of TE 2.0
Yes, everyone can fix it for themselves and dont need to wait for release.
Unless you are lazy ingratitude bum.
I feel like I didnt mentioned it just a mere week ago..

+2 votes     reply to comment
ChaosKevin
ChaosKevin Apr 16 2015, 11:32am says:

can you please releas TE 2.0 on April 20. I and my friends want to play C&C 3 mods on my birthday.

+1 vote     reply to comment
Guest
Guest Apr 15 2015, 7:33am says:

Hi, i would know if it is possible to add an option to disable SuperWeapons on Skirmish missions ?

+4 votes     reply to comment
Oaks
Oaks Apr 16 2015, 8:49am replied:

Courtesy of most venerable mr.Bibber "NO SW mod"
Bibber.eu

Or manually open the map you want to play in Worldbuilder and use Script Player->Build->Allow or Disallow specific unit or structure->Temple of Nod, Ion control center, Rift generator.
You're welcome.

+4 votes     reply to comment
Threestepsfromhell
Threestepsfromhell Apr 17 2015, 10:13pm replied:

Thats a stupid solution because you cant even edit official maps, and nobody is going to bother to do that for every map they play.

There should be two versions or something specific where if the Human player builds a SW, the AI follows.

Not only SWs are annoying, so are all support powers and super units.

I would appreciate a classic version where all the support stuff was removed and SWs were disabled and no super stuff. It makes the game more tactical.

At least in legendary games like Supcom, you could build nuke killers to be safe or disable experimental units.

Supcom was alot more fun without game enders.

+2 votes     reply to comment
Oaks
Oaks Apr 18 2015, 7:48am replied:

The one who is an ignorant here, is you.
You can edit official maps, as I showed to everyone numerous times.
Mr. Bibber invented(or atleast uploaded) the Worldbuilder itself, including all those other devices,like OS BIG EDITOR to extract official maps.
Script can be set on all players.
Everyone knows Supcom, yet Worldbuilder engine were for Generals from 1995.
You can manually disable anything you want for any map you want to play.
You can export/import scripts and object lists, to work it out much faster.
And the past half of year I spent on editing official maps,adding Tacitus archive and fixing Red zone tib fields, for fans.
So yeah, shut up and show respect.

+4 votes     reply to comment
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Released Sep 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, 11:26am by -Redeemer-

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