The sun rises upon a new generation as the scars of the past fade into the pages of history. The technology of war transformed the future, and the future of war has now become the present. Be prepared commander, for the age of The Second Tiberium War has begun.
Which mission, if any, did you dislike or feel needs more work?
(May 02, 2023)
Now that spring is here things will be getting busier for me. As I've done in the past I'll be taking a modding break until I feel re-energized. I've been hammering out content for about 5 months now and am in need of some downtime.
What I've come to learn as an artist is the greatest ingredient to ensure your project will be a success, is time. Taking a break allows you to gather idea's, brainstorm, and when your ready to return, you'll have a fresh perspective and be energized to get back to work. This project has been going on 10+ years now and is proof that time and patience is the formula for success. I hope everyone has a great summer and I'll see you all again soon as the Second Tiberium War is not yet over....
The Second Tiberium War is a redefinition modification for Command & Conquer: Tiberian Sun that improves upon the already fantastic story and atmosphere exhibiting the games maximum potential.
In 2010 Command & Conquer: Tiberian Sun was released as freeware which allows users to redistribute their modifications with the game as a whole. The Second Tiberium War is constructed upon the fan made Tiberian Sun client, a cleaned up and refined version of the freeware game, which allows for many improvements that it's successor C&C: Red Alert 2 implemented and more.
- Constructed upon the Tiberian Sun game client which allows for a greatly improved experience including online play using CnCNet.
- Features a new full length 19-part campaign that tells a reimagined story from both GDI and Nod factions with ingame cinematic cutscenes.
- New infantry, structures, vehicles, aircraft, and naval ships!
- Improved visuals including lighting, structure details, units designs, and weapons effects.
- Meticulously designed maps with optional time of day choices for skirmish and multiplayer matches.
- Visually enhanced unit icons.
- Polished user interface with increased clarity and detail.
- New and greatly improved super weapons and effects.
After the First Tiberium War was won by G.D.I. at the battle of Sarajevo, Brigadier General Mark Jameson Shepard retired from the service as the world was now at peace. Years later his grandson Joseph Shepard followed in his grandfather’s footsteps and joined the military service of G.D.I. to aid in the recovery of the new Tiberium inhabited Earth.
Years later while on assignment, a tragedy befell the young lieutenant. During the night terrorists assaulted the mutant village where the lieutenant was stationed leaving the place in ruins. Men bearing the symbol of the scorpions tail attacked the village without warning. The men abducted Joseph's beloved, the mutant chief's daughter, Khetana.
Angered by this Joseph vowed to find her at any cost, so he and his men took whatever supplies they had and ran off into the distance. They were declared renegades by G.D.I. on that day, and they had not been seen since.
The year is now 2047, fifteen years after the mutant daughters abduction and the United Nations have become dictatorial and oppressive. The first world nations are rich and fat while third world countries are left in desolation. Minor rogue groups have risen up to fight over freedom and oppression but while civil unrest grows. Tiberium scars the land and poverty grows in ever increasing numbers.
Rumors that the once infamous leader of Nod, Kane, is alive and has returned. A loyal following of men and women that call themselves initiates have emerged claiming to pave the way for a new age, one of peace, unity, and faith. Uprising are widespread as civil unrest grows throughout the world.
The Second Tiberium War is about to begin...
My name is Ryan otherwise known as EverValiant and I’m the sole developer of the Second Tiberium War. It’s has always been my passion to create a game that does not age with time that one could call a perfect masterpiece. No game would I say has ever achieved that goal flawlessly but, as I continue to work I believe that this project becomes closer with each passing day. Does the Second Tiberium War have the potential to reach that milestone of greatness? That’s the goal of this project and doubt is one’s greatest enemy:
“It’s not the limitations of the machine that prohibit you, but the belief in the lack of your own creativity.” - Ever_Valiant
Thank you for supporting the Second Tiberium War and I hope you follow along as the mod project grows.
News update on what the come in the future of The Second Tiberium War.
Just a preview on what I've been working on the past few weeks and what will be available in the future.
Version 2.1 has been released with a whole host of improvements such as a 12 part single player campaign, new units, new visual effects, balancing, audio...
Learn about the Indie game project of Dragonspire and what it has to offer.
The campaign finale of the the Second Tiberium War is here! This update features the final two chapters of the campaign and many other additions!
Here is version 2.7 which brings many client improvements and the next chapter in the Second Tiberium War campaign.
The long awaited naval expansion including chapter 3 of the campaign is here!
This version features an overhaul to infantry, a new GDI structure, enhanced lighting, and the first two chapters of the new campaign story.
Version 2.4 is here and comes packed with new menu graphics, loading screens, overhauled super weapons, weapon effects, multiplayer maps, a special operation...
The Second Tiberium War 2.3 is here and brings with it many new structures and graphics improvements to both GDI and Nod as well as balance fixes, skirmish...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Hey Ryan,
I just finished the chapter 9 as GDI (I have replayed your campaign at least 5 times for now). I swear that it the most polished and most entertaining mod I ever played, I am regretting playing your campaign so fast, but damn that's so good.
Each time I played, I was wondering if you weren't a level designer in real life, like all the techniques you have used bluffed me (Chapter 4, Level 8 - Holy **** you made me believe during all the mission I was underground!), and all the other levels.. Man I swear the levels from Westwood feel really different after playing yours, you manage to add some kind of "depth" that I cannot find in any other level design.
Keep up the good work, I am kind of sad that it's finished and over, but I am not done replaying yet. If you do not have one already, please create a Patreon. Thanks a lot man
Thank you for your kind review! The Second Tiberium War will continue until I've utilized the full potential of the game and so far, I've barely scratched the surface. I'm always learning new techniques and am not afraid to return to past content and rework it to make it better. It's always been my dream to be a game designer and though things don't always go as planned, I'm glad I've stuck with this project over the years.
Hello Sir
can you give me your Email Id
I am a great Fan of C&C Tiberium Sun Westwood
If you make an account here on Moddb you can send me a private message.
You can also contact me through discord my username is EverValiant#4376
How are the 8 Pyramid Obelisks powered? I've searched the whole map and found nothing. In general, both final missions are very difficult at the beginning and I don't understand why there. Small note I play on HARD
(Spoiler) The Pyramid obelisks are connected to and powered by the Genesis Pyramid, it's not possible to disable their power. (a scarab might, haven't tried)
I've had a few people say the last mission is hard at first then easy toward the end. I will look to smoothing that out for the future.
Have a good summer, I'm very excited to see what the future brings for this mod. Enjoy your break!
Well... opened game.exe by hex editor and could understand and find practically nothing (in spite of using your link to modding community)...
Could you, pls, tell me which address exactly to look step by step in vanilla game.exe to change:
- ingame building selection boxes to be green instead of white (exactly as in your mod)?
- that pretty cursor (appearing when press Esc) to be green (exactly as in your mod)?
PS
Sorry for troubling...
I used your game.exe for my mod at first, all there is good, but some unneeded changes to missions briefings are done there as well (the mission map interiors at briefings are black almost everywhere), so must try to fix vanilla game.exe by myself...
Head to discord C&C Mod Haven server or check your inbox, I can answer your questions there.
Issues (v. 2.8.4)...
- M.C.V. still appears immobile at Shipyard when pressed Primary instead of appearing at War Factory...
- Nod M.C.V. description text still appears as MCV instead of proper M.C.V. at the right panel picture...
And will you tell how have you changed that cursor (to be green one) when ingame menu appears (press ESC key) as well as make buildings selection frames to be green but not white as in vanilla, pls.?
OK i just uploaded a 2.841 which fixes the M.C.V. problems, I had fixed it on my newest client just forgot to copy it over.
I did not change any cursors, they are what came with the client.
As for the ingame selection boxes I had to manually hack the game.exe with a hex editor and change the numbers. Here is the forum post where I asked the question and someone showed me how to do it:
Ppmforums.com
Thanx a lot for providing info about cursor...
In case of changing the default ingame cursor for your mod, the file named "mouse.shp" is archieved in conquer.mix.
Thank you, I now remade all cursors so they no longer look like the default ones.