Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe that introduces three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Vanilla tweaks/changes and content for the original factions will only be produced/released after the new factions are completed, despite any of our documentation, concepts, and lore that we may refer to or show for world building purposes.

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This is a full version of 1.2 with the assets big. So, no need to have 1.1 previously installed.

TiberiumSecrets 1. 2 Full

Buildings take way too long to actually build, and a majority of the units are underwhelming and underpowered. However, the feel and immersion of this mod is absolutely breath taking. The enemy AI is also very challenging, which i praise as a challenging AI is absent in most other mods. In my opinion, I would make the selection loading of buildings in the right tab actually have a timer, ergo greatly reducing the actual build time in compensation for the tab selection building. That way, alot of problems and building problems can be avoided. But a fantastic mod either way, I am looking forward to its future.

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Fandore Creator

the game has a lot of hard coded design issues so it's not always as simple as just redoing something. the build time is designed to take slower due to the ability of the ASI being able to build anywhere and repair anywhere they feel like at that given time. this is more of a balancing issue then anything. you can also build several construction dozers so you are not tied down to just one. the ASI do not follow the norm of how the other factions build. and the units are about as original as you can make them. some units even have deploy states such as the crippler.

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Well I haven't tried timing build times against other factions but I felt like some buildings took quite a bit of time to build but I also thought more Designers would help build faster because I wondered, if they don't, why do all of the little drones rush to a structure/unit nearby if they don't lessen time for the build/repair/heal jobs.

And yes the neat thing is ASI can build anywhere! I ♥ the fact it is not constrained to a given radius. One thing I have noticed is that there are some positions where structures don't like to be placed BUT you don't know it until you see no progress being made by the build drones on the progress bar. As I said elsewhere there are even some buildings which do not even display a progress indicator so you have no idea where it is in the stage of construction or perhaps IF its necessarily building at all from a glance. One of those was the Matrix building.

Anyways, the difference is, a Designer must be somewhere within distance for the structure to begin construction. With other factions, you don't have to wait to begin the build process because this happens in the menu. Now IF its local enough, that is all you have to wait for, BUT if you're going to place that structure "anywhere" on the map (like the ASI can), then you have to send out a MCV/mobile expansion vehicle and wait for it to deploy. Then you have the advantage that IF you have air support you can digitize? the transport function of your Designer to eventually end up anywhere on the map to start building and it usually only takes well maybe a minute or so for the aircraft to get to the waypoint, then click that digitize function and place it within the aircraft's radius, then wait for teleport to complete, then wait till its able to move.. So it seems like it probably works out IMO. One thing I haven't yet tried is being in very close proximity on maps to enemy AI for example and test how fast can I build infantry to defend my base versus how quickly can AI build his infantry (and even vehicles) to attack my base.

Setting attributes to "Hard" and "Guerilla" on a 4 player map with normal AI factions spread out to the 4 corners of the map, I just did get infantry built/upgraded and some vehicles built around the time enemy infantry AND vehicles (air and ground) showed up attacking my base. So its cut very close. It SEEMS like if we were in closer proximity, they might've destroyed my base, Idk.. Honestly because I like walls, I'm using the Synthesizer? a lot to capture an enemy structure so I can build their MCV and build some walls around critical structures etc.. Anyways, its a great mod and I hope to see additional fixes and progress in the future :D

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Guest is correct, build time is long, its actually longer than the posted time in the descriptions. So you may want to look at reconfiguring that. As I said, I like to grab an enemy building using the Synthesizer so I grabbed Nod's.

I used the timer on the "Temple of Nod" to check build times. I build several Nod structures and they built accordingly with the TON countdown clock. I used this also to test build times for ASI faction. The first time value is what the description states as the "time to build", the second value is my actual time building.

TON - 0:50 is 0:50
Obelisk - 0:18 is 0:18
Tiberium Chem Plant - 0:30 is 0:30

Four Horsemen - 1:20 is 2:00
Airscraper - 0:30 is 0:84
Antimatter Research Station - 0:53 is 1:20 AND the upgrade for the station has a time of - 1:30 is 1:68

I didn't try every structure/unit but just checking these, clearly these are quite a bit off.. I know there are more "options" in the "Four Horsemen" but I wondered why it builds in more than twice the time (in the description alone at 1:20 versus 0:50) that Nod's nuclear bomb TON builds..

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