"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 for the Second Tiberium War has begun."

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The Second Tiberium War

Feature 6 comments

Version 2.93 update

Jan 16, 2024


This small version update fixes several issues and brings some campaign overhauls and improvements. After months of player feedback I've overhauled both Campaign 14 - Hostile Takeover and the final Campaign 19 - Regenesis. I've decided to rework the final mission making it much smoother and more challenging and am very happy with how it turned out. Here is a few changes this update brings:

  • Campaign 14 - Hostile Takeover completely overhauled
  • Final Campaign - Re-Genesis majorly overhauled
  • Final Cinematic - Revelation improved and reworded with new story information
  • All green temperate tree's remade
  • and more! (Read the download description.)

Information Banner 2


The Second Tiberum War is a standalone game modification that redefines Command & Conquer 2: Tiberian Sun. The modification offers a completely new story with a 19-part campaign, new units, structures, maps, effects, game options, visual improvements, and naval warfare. The mod is built upon the Tiberian Sun Client a fan made project that allows for for many new features and no longer requires an installation or the original game to run.


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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 re-imagined story from both GDI and Nod factions with in-game 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.


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After the First Tiberium War was won by the Global Defense Initiative 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 help restore the now ravaged Earth.

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Years later while on assignment a tragedy befell the young lieutenant when 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 abducting Joseph's beloved, Khetana, the mutant chief's daughter.

Angered by this tragedy, Joseph ordered his men to take whatever supplies they had to find her. Joseph vowed to find her at any cost and so they ran off into the distance after her. On that day, Joseph and his men were declared renegades from the service and had not been seen since.

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The year is now 2047, fifteen years after the mutant daughters abduction. The United Nations has become dictatorial and oppressive, forcing unjust laws and rules upon the people. The first world nations have become rich while third world countries are left in desolation. Minor rogue groups have risen up to fight for freedom, Tiberium scars the land, and poverty grows in ever increasing numbers.

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Rumors speak the the once infamous leader of Nod, Kane, is alive and has returned to liberate the oppressed masses. 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 toward the brotherhood. Uprising are widespread as civil unrest grows throughout the world and war looms upon the horizon. Be prepared commander, for the Second Tiberium War is about to begin.


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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 masterpiece. No game would I say has ever achieved that goal flawlessly but, as I continue to work each day I believe this project becomes closer to that goal.

“It’s not the limitations of the machine that prohibit you, but the belief in the lack of your own creativity.” - EverValiant


Thank you for supporting the Second Tiberium War and I hope you follow along as the mod project grows.

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News - November 2020

News - November 2020

News 2 comments

News update on what the come in the future of The Second Tiberium War.

Progress Update April 23, 2019

Progress Update April 23, 2019

News 5 comments

Just a preview on what I've been working on the past few weeks and what will be available in the future.

The Second Tiberium War 2.1 - Features

The Second Tiberium War 2.1 - Features

News 11 comments

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...

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Dragonspire - Features

Feature 1 comment

Learn about the Indie game project of Dragonspire and what it has to offer.

RSS Files
The Second Tiberium War 2.93

The Second Tiberium War 2.93

Full Version 14 comments

Version 2.9 brings many new features and game play improvements with the most important being the addition of Epic class vehicles.

The Second Tiberium War 2.851 - Regenesis

The Second Tiberium War 2.851 - Regenesis

Full Version 30 comments

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!

The Second Tiberium War 2.72

The Second Tiberium War 2.72

Full Version 20 comments

Here is version 2.7 which brings many client improvements and the next chapter in the Second Tiberium War campaign.

The Second Tiberium War 2.63

The Second Tiberium War 2.63

Full Version 26 comments

The long awaited naval expansion including chapter 3 of the campaign is here!

The Second Tiberium War 2.51

The Second Tiberium War 2.51

Full Version 21 comments

This version features an overhaul to infantry, a new GDI structure, enhanced lighting, and the first two chapters of the new campaign story.

The Second Tiberium War 2.42

The Second Tiberium War 2.42

Full Version 16 comments

Version 2.4 is here and comes packed with new menu graphics, loading screens, overhauled super weapons, weapon effects, multiplayer maps, a special operation...

Post comment Comments  (0 - 10 of 411)
Guest
Guest

I`m not sure how one finishes mission 11 - defense of technology, you get swarmed by 4 waves in 5 minutes, just a click fast & no wrong moves type of mission or else you done. Besides having 100 infantry, buggies & tens of titans coming in 5 minutes, you get air & drop-pods & long ranged. It is just simply dumb mission planning. And for a base that is the latest Tech Nod has, it has zero defenses & no units guarding it. Here are 3 recruits, 1 arti unit & a half finished wall. Good Luck!

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Ever_Valiant Creator
Ever_Valiant

Thank you for your feedback, I do appreciate feedback to help with balancing and difficulty.

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sungjemmjam
sungjemmjam

is there an option to have smaller infantry size?

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Ever_Valiant Creator
Ever_Valiant

Yes just open the "TSTW/MIX/Scaled Infantry" folder and move eCache02.mix in with the other mix files.

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AfghaniAirline
AfghaniAirline

This mod is great. My favorite out of all of the ones I've played so far set in TibSun. It genuinely feels like a Westwood expansion.

Somethings I've noticed:

Hover MRLS don't feel like they're in a good spot. They're pretty fragile. Their projectiles have high travel time, and they have a wide spread. This makes them hard to use on 1x1 cell buildings as they don't hit the center. I really just don't use them as they aren't worth the cost investment. The only real use I can think of for the MRLS is anti-air. Nod's APC seems to do this better though, plus they have rocket soldiers too.

Mission 5 - Vega will blow up the Kodiak with C4 during his assault on the base.
Mission 6 - I.imgur.com unit pathing gets caught on a gap in the walls (next to the mouse cursor)
Mission 10 - I.imgur.com The enemies simply move to the center of the map. I didn't setup my base here, it was too far from the tiberium fields. I don't know anything about TS modding. Is it possible to have the AI focus on the players MCV instead of a set point?

There's also a bunch of spelling and grammar issues. Don't know how much that bothers you.
There's a website called Grammarly that does AI proofreading that is good.

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Ever_Valiant Creator
Ever_Valiant

Thank you, I'm glad you enjoyed your play through of TSTW. I will take a look at these issues and I believe I can fix all of them.

Mission 5 - Easy fix
Mission 6 - Easy fix
Mission 10 - Yes I can make the AI "Search and destroy" if you choose to build in a different location.

As for the grammar that's a weakness of mine, I'll check out Grammarly :)

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MikuK01
MikuK01

Do you happened to have a discord on this? I've been reworking your Regenesis and other campaign missions, making more look similar to the missions from another mod Mental Omega, more enemies, more reinforcements and probably adding some taskforce to be build by your ally in various mission. If you happen to have one I might shared my progress edit of the campaign.

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Ever_Valiant Creator
Ever_Valiant

I do within the the C&C Mod Haven channel under TS Mods. I will send you an invite privately.

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MikuK01
MikuK01

I've reworked your GDI Regenesis campaign to make it more feel to Mental Omega series. I have a sample video and the map file posted on Mod Haven channel TS modding section. Feel free to try and chack it out.
Here's some changes that I made on this campaign:
You'll already begin with a tier 2 base (the same GDI base when you played Nod instead) which is constant under attack by Kanes forces at the start.
You'll start with a whooping 100000 credits and two Colossus but the enemy attack wave is also intensified
Multiple Cerberus tanks serve as an elite guard from Kanes main base, three of them are on veterancy rank and they're stationed at Kane's pyramid.
More Super Obelisk Tower are now placed on the entrances as well

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Ever_Valiant Creator
Ever_Valiant

I'll take a look at it.

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MikuK01
MikuK01

Ok sure

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AliEldin
AliEldin

I think the Cereberus was produced AFTER the war, So it doesn't make sense to see it in this mission.

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Ever_Valiant Creator
Ever_Valiant

That is correct.

Reply Good karma+1 vote
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