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 98 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 75 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  (70 - 80 of 12,691)
uri91 May 17 2014, 11:22am says:

your mod is very good! thank you very much for what you do not give this game to die thanks! But there is an error please correct BAG AND BALANSS them!

+2 votes     reply to comment
Guest May 16 2014, 3:58pm says:

Those new superheavy units are not strong and solid enough to be called "superheavy" compared with mammoth mk2. For example, Kodiak 2 is extremely vulnerable even facing with half squad of attack cycles, and its fire power is a little bit weird. It can only attack ground with missiles only when I use ctrl-attack, and its anti-air capability is not that efficient...

+2 votes     reply to comment
uri91 May 13 2014, 11:32am says:


+1 vote     reply to comment
Alucard_Sn1p3r87 May 7 2014, 9:11am says:

One thing i noticed is that Scorpion tanks deal too little damage without the Laser upgrade, and do too much with it. Which kinda makes the Laser upgrade mandatory for the most part for the vehicle to have any sort of optimal damage

+2 votes     reply to comment
Oaks May 8 2014, 8:31am replied:

Hmm. I thinked that Scorpion tank MKII is no longer that other-wordly **** from vanilla, but based on model of heavy tick tank, so it price could go up to 900 and be slightly superior to Seeker, unlike it is now.
Laser capacitators or not, when Scorpion is digged, it gains so great armor that it is superior to Titan and Manta.
Laser capacitators Spitfire laser increases damage by 25%.
Not that much. I think its caused by that laser upgrade changes Scorpion damage type modifier from Cannon to Laser. But thats only my assumption.
50% damage and 10% range for Gun type damage of GDI Sub-calibre rounds, thats pretty tough, eh?

+2 votes     reply to comment
Alucard_Sn1p3r87 May 8 2014, 4:34pm replied:

Well, it all depends what it's damage value is against the armor types before the Laser upgrade.

+2 votes     reply to comment
Zsombi May 7 2014, 3:52am says:

Upgrades like the "AP ammo" for GDI affect several entities.

I was looking at the game's wikia page and out of the 5 original entities that can benefit from the upgrade, only for 3 is given the damage with the added bonus, for the other 2 the starting value is given only. I can't find the bonus value that is given to these two.

Does the, for example "AP ammo", upgrade have a fixed value or percentage that is applied to all that can get it? Or is there a value or percentage for each and every entity that is affected?.

+2 votes     reply to comment
Alucard_Sn1p3r87 May 7 2014, 5:58pm replied:

really? almost in all of my games against humans and AI i hardly even have chance to build a super weapon. Mostly for the insane power requirement and the fact that they cost a whopping 7500$ and take waaay too long to build. Super weapons were hardly used online as it was in CNC3 and KW. And in Tiberium essence they cost even more and take more time to build. So they aren't even worth it. Price should be dropped back to 5000$

I'd rather invest that in a bunch of Falcons with EMP ammo and harvester rush the AI within the first 10mins

+2 votes     reply to comment
Vertigo-1296 May 8 2014, 11:38am replied:

In my games against 2 maybe 3 AI (all on one team), I noticed the AI go straight for the super weapon. I rarely if ever use super weapons, the AI on the other hand...

Besides, I've never been much of a rusher in the game, and most likely the AI get's a super weapon before I'm done building my base up for hands off defense. I know super weapons should normally not be a problem, but I do tend to approach C&C similarly as I would a game of chess, and therefor am slow.

+2 votes     reply to comment
Starfox100 May 9 2014, 7:15am replied:

normally you needed 1 SW and something more to kill the enemy super weapon. GDI's ion cannon can destroy a SW right now in 1 blow but does got a smaller radius then the others I thought. (nuke and rift are not tested on that yet VS other SW)
so in that case the superweapons does also gain more variants on where they are good against.

+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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1293 votes submitted.

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Highest Rated (49 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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