Updated 3-14-2023 -- A few synthwave tracks will make it into the mod. Though the last update is from 11-30 of last year, the final version (which is TBA) will be 1.0 with the Forgotten faction to be the 14th and final playable faction, along with any remaining changes, except custom mission/skirmish maps in which I won't have time for.

New Version 0.58 (patch -- requires 0.56):

C&C3; Tacitus Revolution 0.58 Beta


Version 0.56 (full):

C&C3; Tacitus Revolution 0.56 Beta

OR

Drive.google.com


Old Version 0.52

C&C3; Tacitus Revolution 0.52 Beta


Source Code 0.51: Drive.google.com
Source Code 0.52: Drive.google.com (this lacked a readme but refer to the Source Code 0.51 readme for details)

Civ Source Code 0.5: Drive.google.com

MUST READ INSTRUCTIONS BEFORE PLAYING: Moddb.com

Anyone is welcome to finish on what I have started and it's better off with a new team doing this huge project that I could not handle on my own. I decided not to do a tutorial how to run mods on C&C3 and KW because I am losing interest in C&C lately. But since Bibber has retired from the C&C Community altogether, it'll be more difficult to get the C&C Ultimate Edition launcher fixes in order to run mods for C&C games that use them.

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It's been about a decade since Bibber released the C&C Asset Extractor tool and me getting the KW Mod SDK that changed C&C3 modding forever. From C&C3 Reloaded to this C&C3 Tacitus Revolution, this mod has reached many feats than most C&C mods. With the 13th faction as GDI Russia nearly complete as well as all other factions finalized with their units and structures, hopefully the 14th faction as The Forgotten will become the final but most difficult of all factions. The end of modding this mod is near. As I said before, I may not have the proper time to do mission maps as well as skirmish maps, unless if someone pulls a "Cities Skylines" gargantuan effort there with all the proper civilian assets, then detailed maps will be the real thing of the future in C&C3. Some mappers recently have done many mission maps specifically for Carnius' Tiberium Essence mod.

I don't know what brought me back into modding this long-time mod. I may have removed my Twitter feed here but I am still there. Cities Skylines and Synthwave music pretty much changed everything how I look into C&C, the future of RTS gaming and open-world games. Thanks to a new custom PC I had built, I was able to come back and start over from v0.52. This is probably the biggest release since v0.5, four versions were done in the midst of a few weeks. Most bugs have been fixed except for the more common issues. It took me an average of 7-10 minutes compiling a huge mod instead of 20-30 minutes thanks to a faster SSD and a Intel Core i3-9100f.

Patch v0.58 download link:
C&C3; Tacitus Revolution 0.58 Beta

Main v0.56 download link:

C&C3; Tacitus Revolution 0.56 Beta


The alternative download link:

Drive.google.com


YOU MUST READ ALL INSTRUCTIONS BEFORE PLAYING THIS MOD!

Notes when playing this mod:
1) If you are still getting an “out-of-memory” message error regardless if you used the 4GB RAM tool or not, you have to set your texture quality setting to medium and the anti-aliasing off to reduce RAM usage. Also patch cnc3game.dat (not CNC3.exe) to use 4 GB, only if you have 4+ GB of RAM. To get the 4GB tool, grab it here from Egozi44: Moddb.com
2) If you are getting the UI screen ingame stretching out on other monitors/TVs not on 16:9 ratio, then I suggest you need to disable the TacitusAptUI_0.4.big line in the skudef file of the mod. If you are on a 16:9 ratio HD monitor, you need to run at HD compatible resolutions in order to see all of the UI ingame. There's nothing I could do to fix it, unless I reverse the command UI ingame back to its original state like in C&C3.
3) To run KW maps with KW textures, this ArtKW.big file comes with those KW textures. Just place it in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big ArtKW.big" without the quotes.
4) For unlocking all Intel Database entries and changed hotkeys ingame, an RAR file was included. You put them in "your user name" profile in C&C3 where this path lies within: C:\Users\your user name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\profiles. Same goes with hotkeys.ini file if you want to run C&C3 using the modified key bindings.
5) For civilian assets, you can put WBData_1.1.big in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big WBData_1.1.big" without the quotes. I wouldn't recommend running this mod with WBData_1.1.big in the skudef because C&C3 recognizes as another mod itself and not a combination of the two-in-one.
6) To run the mod with the Eurostyle UAW font shown correctly, you have to extract and install that Eurostyle UAW font that’s inside the TacitusA_0.56_Misc.big file (as an example).
7) To change the C&C3 TA launcher splash files, extract/replace them in the Launchers folder of your C&C3 directory.
8) Still as of now, only GDI/NOD/Scrin factions have skirmish AI. The Forgotten faction will become the fourth faction to have skirmish AI.

Anyone is welcome to finish on what I have started and it's better off with a new team doing this huge project that I could not handle on my own. I decided not to do a tutorial how to run mods on C&C3 and KW because I am losing interest in C&C lately. But since Bibber has retired from the C&C Community altogether, it'll be more difficult to get the C&C Ultimate Edition launcher fixes in order to run mods for C&C games that use them.

So here the changes of C&C3 TR Beta v0.56 through 0.58 (all changes in older versions are in the readme file):

============================================
Beta version 0.56 changes
============================================
• Added Scrin Archon, a tier-4 infantry unit available for all Scrin factions, temporarily using Shock Trooper Plasma Disks upgraded weapon, and also a Scrin Shrike which is a suicide unit, however its attack doesn't work at this time. (credits to Stygs for the units)
• Steel Talons Gauss Titan has been replaced from the one from C&C4 and still retains the weapon from the old Gauss Titan.
• GDI Zone Lancer can now fire with strong gauss rifles instead (used a weapon from the old Gauss Titan). However, the tracer of firing the weapon is still missing.
• The original civilian assets from Kane's Wrath have been re-integrated into the mod, rather than the worldbuilder version.
• Most sub-factions' remaining issues have been fixed including a work-around edit of the mod.str defines and sound effects.
• More experience veterancy levels are added to all other new structures and units.
• The following additional assets are cancelled for this mod:
-- All Crawlers including offensive/defensive/support. Very difficult to pack as mobile war factories and then unpack, unless someone has done all of those three in C&C3 and released the toughest source code in that way.
-- The Orca Harbinger was attempted to be put into the mod but some special codes from RA3 prevent it to work in C&C3. Someone may have done it but in a different way.
-- The Shogun Executioner to have its ultimate shockwave ability.... I believe someone has done it in C&C3 but I don't know who did it and it's a tough ability to work on.
-- Giga Fortress was considered but like the Harbinger, the special codes from RA3 prevent it work in C&C3.
-- Yuriko Omega was considered but even a psyonic or mind attack doesn't work in that old engine.

=============================================
Beta version 0.57 changes (patch)
=============================================
• Fixed an issue where the Steel Talons Behemoth doesn't show it's full model after it's built on the battlefield.
• Fixed an issue where the Steel Talons Orca Minigunner cannot activate the Pulse Scan ability.
• Fixed an issue where the LEGION Crane cannot be built in-game.
• Corruptor can now heal Shield98 units as well as some new Scrin units. Applies to all Scrin factions.
• Russia Tesla Coil, Heavy Tank, Hind and Helix now have their own portrait icons.
• Any new ground unit that isn't capturable by Engineers before will be captured by Engineers. Units with no driver (ie. Sniper Drone, Mantis, Mechapede) and epic units are excluded.
• Any new unit that doesn't move/attack automatically with aggressive AI itself has been modified to have AI by original default just like every other C&C3 unit. Some units such as the Mastodon and Cyborg Reaper have yet to work which requires manual attack.

=============================================
Beta version 0.58 changes (patch)
=============================================
• Fixed an issue where the Russia MCV cannot deploy into a Construction Yard and Surveyor cannot deploy into an outpost. In addition, they can use the Call For Transport ability in case you want to build a base on another island or section of a hill or mountain you cannot reach.
• GDI Russia faction now has all units with a build limitation on the battlefield, most at 50 and some at 30.
• GDI Russia faction now has all units with logic command set defines which previously has all units not having command functions.
• NOD Kane, SRF Chemical Warrior, Russia Boris, Russia Tesla Trooper and all LEGION Cyborg units are now immune by the Cloaking Field effect.
• GDI Zone Lancer, NOD Enlightened and Scrin Archon are now immune to the Cloaking Field effect as well as the Tiberium Hive weapon effect if they are on Tiberium.
• Scrin StormRider Plasma Autocannon weapon now affects new SRF, NAF and Shield98 units.
• The effects of the Scrin Storm Column Lightning Weapon as well as the Ion Storm weapon now applies to Shield98 aircraft.
• The Red Wind support power effect from the Iron Curtain now applies to all hero units including Prodigy, Kane and Boris. Somehow I don't know how Madin managed to make that a cloaking field effect similar to how the NOD faction did it, but it didn't even work on some infantry.

Update on this mod and now in hiatus

Update on this mod and now in hiatus

News 4 comments

Currently the state of this mod right now is on a hiatus (it's not cancelled yet), but new ideas are still on the horizon.

C&C3; Tacitus Revolution Open Beta 0.5 Released

C&C3; Tacitus Revolution Open Beta 0.5 Released

News 6 comments

Prepare for the "mental omega" of C&C3;, because the unofficial second expansion pack to C&C3; is finally here.

Welcome to the first ever update of this expansion mod

Welcome to the first ever update of this expansion mod

News

This is the first news update on the newly mod page.

FAQs part two

FAQs part two

Feature 1 comment

This is the second Q and A for this unofficial expansion pack mod.

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C&C3; Tacitus Revolution 0.58 Beta

C&C3; Tacitus Revolution 0.58 Beta

Patch 22 comments

This is a small update of the mod as a patch. Requires C&C3; TA v0.56. You need to rename the existing TacitusA_0.56_Misc.big into TacitusA_0.58_Misc.big...

C&C3; Tacitus Revolution 0.56 Beta

C&C3; Tacitus Revolution 0.56 Beta

Demo 18 comments

The mod's back with a new update since Christmas 2017 and my C&C series modding career is nearing the end.

C&C3; Tacitus Revolution 0.57 Beta

C&C3; Tacitus Revolution 0.57 Beta

Patch 3 comments

This is a small update of the mod as a patch. Requires C&C3; TA v0.56. You need to rename the existing TacitusA_0.56_Misc.big into TacitusA_0.57_Misc.big...

C&C3; Tacitus Revolution 0.52 Beta

C&C3; Tacitus Revolution 0.52 Beta

Demo 31 comments

This 0.52 version of the mod is a full version but it's in fact a beta. Please read the docx file for instructions on how to install and run.

Post comment Comments  (0 - 10 of 227)
a62443166
a62443166 - - 10 comments

Can't load it. Always run into Out of Memory error on my new win11 laptop.

Reply Good karma Bad karma+2 votes
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Guest - - 689,436 comments

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CC224
CC224 - - 12 comments

Well damn, if this is not one of the best CNC3 TW Mod out there, then I don't know what is. PurpleGaga, this is an impressive mod although I have only played it for 2-3 hours today since reinstalling my CNC3 yesterday and going through the hurdle of reinstalling mods.

I believe that this mod needs more appreciation than what it has gotten now. If you have problems, first try to solve it by reading the guides, people. PurpleGaga, if you're reading this, this is obviously one of the best mods for CNC3!

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PurpleGaga27 Creator
PurpleGaga27 - - 2,066 comments

Hell March Reloaded has been re-uploaded due to being uploaded previously as a wrong updated track.

Reply Good karma+1 vote
Srdelicia
Srdelicia - - 2 comments

Discovered this recently.Hope you guys dony give up on it

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PurpleGaga27 Creator
PurpleGaga27 - - 2,066 comments

Will be uploading new revisions of HM Reloaded, AOI Reloaded and C&C Forever soon. 😎

Reply Good karma+5 votes
Renegade9313
Renegade9313 - - 57 comments

Hello, what is meant as HM and AOI Reloaded? Thanks for explanation :)
Anyway will be soon some update for Tacitus Revolution? Thanks for reply.

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nerozzero
nerozzero - - 188 comments

i need source code for your maps please i want add sky to them cause i only use your maps for my mods

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nerozzero
nerozzero - - 188 comments

source code for the additional maps into your game !

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PurpleGaga27 Creator
PurpleGaga27 - - 2,066 comments

Some of the maps I imported into my mod had permission from other creators. Besides if you have Bibber's tools or BIG editor or FinalBig, I believe you can extract the maps out from my mod. But if you try to import my additional maps into your mod, you'll need permission from other creators to use their maps into your mod.

Reply Good karma+1 vote
nerozzero
nerozzero - - 188 comments

no i want back them to your mod again cause your mod somehow fix out of sync and crash to desktop and fixed c rash when load saved game file ,if i add it to my -config file for redhistory mod and maps become with higher graphics i dont know how , i just want update override.xml file into your maps but im afraid from missing some stuff after complie them again by buildmap.bat , so i need to know what inside the map manifest and how complie them again without miss anything

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