TibDusk

As a preface to people visiting this mod for the first time, this mod fundamentally changes the core gameplay of Command and Conquer 3: Kane’s Wrath. For those wanting a mod that simply makes basic changes to the gameplay or new units, I do not recommend this mod. Thank you. :)

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Tiberium Dusk is a gameplay overhaul mod which aims to completely change the way Kane’s Wrath plays from the ground up, it features classic C&C music, new units, core gameplay changes, new models and skins, a remade menu, voice acting and much more.

The mod features music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.

Mod Features:

  • “Classic” resource and power system. Arguably the mod’s most controversial feature, it puts a greater focus on requiring power and resources are scarce in what they provide. This helps prevent spamming in multiplayer battles.
  • General faction changes to distinguish factions more, for example; the Black Hand now retains its own “classic” stealth tank and has a far greater emphasis on burning things with napalm compared to other Nod factions.
  • New Units, Re-skins and effects.
  • AI overhaul currently underway, this will help the AI behave better and provide a greater challenge with the new faction changes.
  • Return of “Neutral” AI, such as visceroids, Tiberium Fiends and blue explosive Tiberium.
  • Epic Units are now faction specific, and each sub-faction will eventually have its own unique Epic Unit.
  • Improvements to ingame artillery units, with far more diversity.
  • New Cabal voice announcer for Marked of Kane.
  • Bugfixes to remedy issues such as the Quad Turret desync and improvements to Harvester Pathfinding.

And much, much more.

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Hi folks. :)

As a result of the feedback of the recent poll I have decided on a unique implementation of singular infantry whilst still partially retaining squad mechanics as described below.

The proposed changes:

There will now be 3 "wildcard" factions and 6 "main" factions which determine how the game will play depending on which one you choose:

Wildcard Factions:

Nod LegionZOCOM


The titular "wildcard" factions are factions that will play similarly to the C&C3 gameplay style but with unique mechanics that keep them using squads of infantry, the 3 factions are Nod Legion, ZOCOM and Traveler-59.

For instance, Nod Legion unlike Marked of Kane or Black Hand will be able to fill the screen with swarms of militants (their own advantage) but will be balanced to be less capable on a 1-1 basis vs any Black Hand or Marked of Kane troops.

ZOCOM will focus on highly trained marksmen and elite troops deployed in small fireteams, these will be expensive but on a par with singular troops of other factions, however focused into a squad format. They will be "multirole" unlike singular infantry, so a ZOCOM rifle squad will be able to deal with tanks and aircraft as an example.

Traveler 59 will focus on being a "Zerg Swarm" type faction, employing numerous weak alien troops in overwhelming numbers. There will be a lesser emphasis on speed as I aim to give them various abilities to help them achieve this, but the idea of Traveler-59 will be to stretch enemy resources / fighting vehicles thin against their horde, but generally being more of a nuisance to give the Traveler player time and keep his enemy occupied.

Main Factions:


The "main" factions will have a focus on Singular infantry each made to function like a "classic" faction. Singular infantry will be better performing on a 1-1 basis generally (exempting ZOCOM's elite infantry) and able to provide more punch to an assault in general, and singular infantry will be balanced to have their own unique differences from each other.

The "main" factions are GDI, Steel Talons, Marked of Kane, Black Hand, Scrin and Reaper-17.

I hope this solution will cater to those familiar with the squadding system and those who would like to see a return to the classic Singular system. Implementing this on a 2/3's basis allows me to implement this easier as well and should make it easier to balance as I have less factions to account for.

I look forward to showing these changes in upcoming updates. ^^

1.26 Poll: Singular Infantry vs Squads

1.26 Poll: Singular Infantry vs Squads

News 24 comments

Poll to decide who wins. Singular infantry or squads. Singular infantry may or may not be replacing squads in update 1.26 and will come with many differences...

Tiberium Dusk 1.26 "ION STORM!" + More: Early Preview

Tiberium Dusk 1.26 "ION STORM!" + More: Early Preview

News 8 comments

Tiberium Dusk 1.26 "ION STORM!", an upcoming update for Tiberium Dusk which will include various new gameplay mechanics, faction changes and much more...

v1.26 Upcoming AI rewrite

v1.26 Upcoming AI rewrite

News 4 comments

A small talk about a planned overhaul of the Kane's Wrath AI to better suit the playstyle of the mod.

v1.26 Cyborg Reaper & Black Hand demonstration

v1.26 Cyborg Reaper & Black Hand demonstration

News

Base overview of some stuff that will be coming up in version 1.26, with a video demo of some moderate changes to two factions! Also thoughts for the...

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Tiberium Dusk 1.25 - Release

Tiberium Dusk 1.25 - Release

Full Version 22 comments

Long awaited release of Tiberium Dusk 1.25! Tiberium Dusk 1.25 - Features 5 new maps, new menu UI, some new music tracks, a music changer system, numerous...

Tiberium Dusk 1.24 - Release

Tiberium Dusk 1.24 - Release

Full Version 42 comments

Tiberium Dusk 1.24 - Brutal KW contains a new gore system, a new map, new units, large (existing) unit changes, a few new music tracks, new artwork ...

Tiberium Dusk 1.23 Release

Tiberium Dusk 1.23 Release

Full Version 14 comments

Release of Tiberium Dusk 1.23! Released earlier than I wanted, but still relatively complete; this is version 1.23 of the mod which contains many new...

Tiberium Dusk 1.22 Release

Tiberium Dusk 1.22 Release

Full Version 22 comments

The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium...

Comments  (0 - 10 of 363)
teztez
teztez

Does black hand have unique commando?

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Burakkuhāto Creator
Burakkuhāto

Not currently no, but who knows in the future? Lot of new stuff is gonna be added. :)

Reply Good karma+2 votes
Guest
Guest

this is the best mode ive ever seen, very nic

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Burakkuhāto Creator
Burakkuhāto

tyvm my friend. ;)

Reply Good karma+2 votes
Guest
Guest

I hope 1.26 it will come out soon it looks amazing and i want to play it ;)

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Burakkuhāto Creator
Burakkuhāto

Work is in progress on 1.26 as we speak, just a lot of bugs remain that need squishing that I aim to address to make it more fun. ^^

Reply Good karma+2 votes
Guest
Guest

The Mod is A Great one though i do Question a few choices, like limiting ZOCOM forces with one Barracks

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Burakkuhāto Creator
Burakkuhāto

I aim to address this in a patch, I've changed my stance on limiting buildings (only exception is Steel Talons) but I'll figure out another way to balance the power of ZOCOM infantry. :)

Reply Good karma+2 votes
DwatchRazgriz
DwatchRazgriz

I have a question. With the singular model infantry formula that you're going with, will buildings contain more 'slots' for garrison troops? As it'd feel a bit silly for a skyscraper garrison to be filled by three troopers imho.

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Burakkuhāto Creator
Burakkuhāto

That's a yes. :)

Still need to figure out how it'll work but I plan on singular infantry working not dissimilar to the way squads work so that they're not disadvantaged.

Reply Good karma+1 vote
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