The year is now 2037. The Tiberian World now stands with a very uncertain fate. The two most powerful and influential forces on the planet are trapped in a never ending dead lock of war and combat. Whilst the Global Defense Initiative has suffered many blows and military defeats, the faction itself still stands strong and has shown the world its amazing ability to endure harsh punishments and has recovered much lost ground. The Brotherhood of Nod has struggled and triumphed over its enemies, only for its victory to be short lived by the death of Kane the Messiah, causing an ever lasting deterioration through the Brotherhood and leading to defeats and chaos amongst the large faction. With the end of the First Tiberian War comes the dawn and age of a new, second Tiberian War, with new terrifying possibilities and potential. The fate of Earth lies dangerously unknown.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
GDI: Enforcer
view previous next
Share Image
Share on Facebook Tweet Email a friend
Embed Image
Post comment Comments
Nuttah Oct 16 2012, 9:42am says:


Sorry about...that.

You wouldn't happen to to know when this might be coming out?

+3 votes     reply to comment
Aro Author
Aro Oct 16 2012, 9:57am replied:

If you mean the next patch, it'll be around Xmas time.

+3 votes   reply to comment
o0kael0o Oct 16 2012, 12:03pm says:

How does one learn to mod this game???? Hints for the noob...
or modding for dummies

+2 votes     reply to comment
Gregthegen Oct 16 2012, 4:42pm replied:

develop a love for the game, come up with an awesome idea that you would like in the game, find tibsunedit or various other tools online that edits said favorite game via google, tinker around making your favorite obilisk of light or tiberium crystal that much more deadly or that much more shinier, become obsessed with the lore and strategy that the tiberian sun universe endows, go back to modding game files and vola! A modder is born (or spawned depending on what your mod does :-p)

+3 votes     reply to comment
o0kael0o Oct 16 2012, 5:10pm replied:

Love for the game : check
Awesome idea : pending
Tibsunedit : check
NOW! wheres that read me file that says how to use said tools.
also i now have spawn hairy knuckles is the is the the starting process?

+3 votes     reply to comment
Aro Author
Aro Oct 16 2012, 5:44pm replied:

Rule number 1 of modding Tiberian Sun: Don't use SubEdit2K. -.-

+5 votes   reply to comment
Rampastring Creator
Rampastring Oct 17 2012, 10:07am replied:

Instead, get XCC Utilities and read this:

+3 votes   reply to comment
Fusionz_ Jan 27 2013, 12:01am replied:

Lol i use no modding program i do it all manually its more harder that way.

+1 vote     reply to comment
Ghost32 Oct 21 2012, 7:32am replied:

yeah how can i activate the TD units in the RULES? can it work?

+1 vote     reply to comment
Ghost32 Oct 28 2012, 5:56am replied:

will it really work on editing the TD unit on this mod? sir Aro did u lock ur mix files? can i allow the TD units to be available in-game at TI? Sirs just asking the questions,, sorry am not good on English language cause am a native Filipino.

+1 vote     reply to comment
Rampastring Creator
Rampastring Nov 18 2012, 3:37pm replied:

You will be able to "activate" the TD units by basic Rules.ini editing. I'm not going to tell the exact steps; just get some general TS modding knowledge (the guide I linked is a great place to start) and you'll be able to do it easily.

+1 vote   reply to comment
Ghost32 Nov 23 2012, 6:48am replied:

wow nice gotta try it,, so i will get a XCC utilities?

+1 vote     reply to comment
Gniolliv Dec 4 2012, 7:30am replied:

Yeah, you need that. And it is possible to mod this. But keep it private. thanks Aro :')

+1 vote     reply to comment
Ghost32 Dec 16 2012, 2:22am replied:

well am running out of ideas on how to make it work on the rules.ini am trying hard though

+1 vote     reply to comment
Ghost32 Dec 16 2012, 3:03am replied:

sir Gniolliv,, did u try modding it urself?

+1 vote     reply to comment
Templarfreak Oct 16 2012, 5:17pm says:

Are these an addition or are they going to replace another unit?

Because I just get the vibe it's meant to replace the Grenadier for some strange reason, I don't know why. x.x

+2 votes     reply to comment
Aro Author
Aro Oct 16 2012, 5:45pm replied:

New infantry, available along with the Siege Infantry once a Tech Center is constructed. GDI Needed a soldier that could handle the Vulcan Cyborg.

+3 votes   reply to comment
Swirekster Oct 17 2012, 5:33am replied:

HANDle the Vulcan Cyborgs?
haha i get it.

hahaha 'cos Cyborgs have no hands hahaha


+3 votes     reply to comment
AirborneSn1p3r Oct 17 2012, 8:48am says:

very nice, keep up the good work

+3 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only


In order to combat Nod Cyborgs, GDI in co-operation with GloboTech began construction of heavily armored Exo-Skeletons which were to be piloted by specially and well trained GDI infantry; These pilots soon became known as 'Enforcer' Infantry. Armed with a powerful gauss cannon which is especially effective against armored infantry, they are able to hold-their-own against a good number of vehicles alike.

Whilst an excellent challenger to enemy armor, they are slow-moving and vulnerable to anti-armour infantry such as Tank Hunters, heavier vehicles such as Eclipse tanks also pose a threat to singular Enforcers.

Cost: 700
Requires: Barracks, Technology Center
Primary Weapon: Gauss Cannon
Purpose: Anti-Armour
Firepower: High
Armour: Heavy
Speed: Slow
Tech Level: 7

Image Details
Oct 16th, 2012
Embed Thumb
Report Abuse
Report media
Add Media
Members only