Tiberium Secrets was a C&C3; mod that was developed from 2011-2020. Our vision was to create a future for the Command & Conquer universe. We had 3 new factions planned, and managed to release 1/3 of our planned content. We scoped too big, and unfortunately needed to cancel the other 2 new factions. These included novel mechanics, lore, and IP. etc. Development has been sign sealed, and delivered. All that is required to play the ASI is a working copy of C&C3;: Tiberiumn Wars. All of the content is FREE! Of Charge. Explore to your hearts content! Love it or hate it, all things must end, so new things can grow.

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This is the 1st public release of Tiberium secrets

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TiberiumSecrets 1.0 Release
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Germanfragger
Germanfragger - - 104 comments

Well i cant get it to run with The origina Full collection! HELP!

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Oaks
Oaks - - 2,242 comments

Bibber's fixed launchers:
Cncnz.com
Heh, seems like Bibber's personal page Bibber.eu
is under maintenance now.
Merry Christmas.
Well, unless you got that first PP construction bug too.

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GeneralJist Author
GeneralJist - - 474 comments

It seems most of the people who are having this issue have origin.
We're working on a fix, but it's strange that only the origin version is affected.

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Generaldan40
Generaldan40 - - 55 comments

I play on Steam and The ASI Faction does not show up, it says something terminated , and I lose before I even begin. Then if I play as Nod or GDI and put ASI as an opponent in skirmish mode the game just crashes.

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Oaks
Oaks - - 2,242 comments

Same problem as I had. It says "Actuator recalled" :D
Your ASI Minicore headquarters construction yard doesnt appear because you dont have your graphic settings - Shaders and Model detail set on high.
So far, ASI cannot be set as enemy AI, remember its just freshly released first early alpha version.
Merry christmas.

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Guest
Guest - - 698,115 comments

I have my graphics settings set to ULTRA on all in-game settings. Dark generator shade appears, drones are hovering and welding, but build stuck at 50% ....... have tried the following :

1) Issuing build command right at the side of minicore without moving dozer.

2) Moving the dozer a bit and then issuing build command.

3) Creating a second dozer, moving it far, and then issuing build command.

4) Using wrench tool of the dozer on the generator.

5) Trying many combinations of GDI / NOD / Scrin AI on different maps with different difficulty settings

6) Using default graphics settings.

Nothing have worked for me thus far......... :)

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Guest
Guest - - 698,115 comments

Forgot to mention, mine is Retail DVD version updated to 1.9

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Oaks
Oaks - - 2,242 comments

That is truly problematic.
Register yourself and write PM and send replays,screenshots to GeneralJist or CommieDog here, or on feedback forum or on Discord.
Have patience, I am sure the TiSe guys will resolve it.

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pr0mat1c
pr0mat1c - - 1 comments

So from the comments is it best to wait for them to actually release a fully working mod?

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Oaks
Oaks - - 2,242 comments

Probably yes. They are working on first dark energy generator bug fix, being stuck at 50% and unable to be built, but so far, its a bug which cannot even be replicated and weirdly occurs only(?) on Origin.
Second dark energy generator and other structures can be build normally?
Its probably better to discuss with Commiedog the lead coder, on Discord, as trying to help the unregistered Guest here is meaningless.
Would be nice to know if bug occurs to every Origin user or not.
Otherwise, Steam xmas sales CNC3 is now for 2,5€; or go for jack sparrow version..
And for ASIM's sake, build your structures right next to/on position of your auto designers and its probably better not to interrupt their work.
The behavior of auto designers drones(and eye bot),or rather why they cannot finish their work or why it often takes so long is..well, still somewhat inexplicable.
Perhaps its just some S.A.G.E engine fuckup, which doesnt allow the code for it to behave as intented.

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TyranidRange
TyranidRange - - 20 comments

i am to stupid to run the mod O.o i had make in the Dokuments--->Tiberium Wars under the Replay odner a Mod ordner and switsch the mod in this i will not run -.- what make i falsh?

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Oaks
Oaks - - 2,242 comments

C:\Users\Name\Documents\Command & Conquer 3 Tiberium Wars\mods\TiberiumSecrets
Indeed, no one expected you to be this stupid and unable to speak English :D
Dont create anything in the Replays directory, my friend, and good luck, as ASIM protects.
And remember, not all radical xanthists are wrong,evil or worse than puritan amalathians xD

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TyranidRange
TyranidRange - - 20 comments

Already tried It does not work Unfortunately, if I start the game then on steam I still have only the 3 stadart fractions to select and not the 3 new or 1

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Oaks
Oaks - - 2,242 comments

And what about telling us beforehand, that you have Steam, you dumass? :D
Moddb.com
C:\Users\name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\mods
After that, please inform, if you also have that dark energy generator bug.

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GeneralJist Author
GeneralJist - - 474 comments

Best Advice is to get The steam version.
It's $4 on sale usually$15.

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Oaks
Oaks - - 2,242 comments

Yeah, but first he/they must be able to run mods on Steam.
Store.steampowered.com
2,5€/3$ -75% from 10€/12$ cnc3 Xmas sales.
9,5€/11,5$ -81% from 50€/60$ ra3+expansion+cnc3+expansion+cnc4.
I myself am Jack sparrow anyway xD
Happy New Year
ASIM protects
"Experts say that EA is objectively worse than ISIS,KKK or Trump" :-)

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Alex_06
Alex_06 - - 1,126 comments

Sometimes, I let the dozer build up a structure, but the building stops building at 50%. I think it's related to uneven terrain. When you place down the building, it says that the building is placeable and that the terrain is even, but it isn't always. I tried it and it happens especially when you build a building to close to another. For example, I can place the Armory building inside part of a Power Plant, so the structures actually not just touch, but intersect, as in, one goes into the other. If I do that, the second structure won't build up past 50%. Selecting ASI as the enemy faction also crashes the game. Those were the bugs I encountered the most.

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Alex_06
Alex_06 - - 1,126 comments

A few suggestions I have is to add some KW units to Nod and GDI factions, and to replace the incomplete Scorpion Tank model with the original one from TW (at least for now). Or at least, have that thing replace the Beam Cannon, instead, because when it comes out of the War Factory, it can still fire regular cannon shots, which look just weird.

KW units suggested:
Nod:
- Militants (Apply the same skin to Rocket Militants, as well, if you can)
- Awakened / Enlightened (one upgrades to the other at the Shrine or Tech Center)
- Liquid Tiberium Trooper
- Reckoner
- Mantis
- Specter Artillery
- Redeemer
- Redeemer Engineering Facility
- Air Support Tower
- Voice of Kane

GDI:
- Zone Raider
- Wolverine
- Slingshot
- Titan
- Shatterer (with an upgrade to Zone Shatterer)
- MARV
- Hammerhead
- Reclamation Hub
- Support Airfield

Scrin:
- Ravager
- Cultists
- Mastermind can mutate into Prodigy after inhaling Tiberium (Like the aliens in Earth 2160, can use the same code that the Devourer Tank uses).
- Eradicator
- Harvester also benefits from Shield upgrade
- Warp Chasm

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Alex_06
Alex_06 - - 1,126 comments

Other suggestions (and...some...Random ideas I had, some of them is to help better tie-in with TS/FS and make the game seem like it has technologies that have come out since then (a focus on drones used for war) but weren't accounted for when TS and CNC3 came out):
Nod:
- New Unit: Black Hand Stealth Laser Trooper. Maybe modify the Shadow Team unit instead, so it looks more high-tech, like the Renegade Stealth Trooper or an evolution of it.
- Replace Nod Fanatics with Hunter-Seeker Drone / Limpet Drone
- Specter or Redeemer can deploy a burrowing drone that can attack enemy units with a melee attack (maybe with some saws?).
- Nod Buggy should have an enclosed canopy like in Tiberium Wars Advanced. Maybe the Nod Attack Bike, as well.
- Upgrade for the Reckoner that allows it to burrow?
- Nod infantry can release a small scout drone (with four rotors)
- New Unit: Nod Banshee MK2 (Wraith?)

GDI:
- Sniper should have a full body suit like the other GDI troops.
- Pitbull suspension and wheels should be modified so it looks more like the renders and more resiliant.
- GDI vehicles can build attack and repair drones.
- Titans and Wolverines are unmanned.
- Mammoth MK2 as a secondary epic unit? Or maybe a mobile airfield as an epic unit (Tiberian Sun Rising already did that, though)
- Firestorm Defense structure. Produces giant shield around it that lasts 30 seconds upon activation, has to recharge.
- Replace the art for the Sonic Emitter with the Steel Talons scanner from KW.
- Current Sonic Emitter becomes a "Firestorm Turret". Maybe the Shatterer can become a "Firestorm Tank" as well, and GDI gets a new Disruptor Tank?
- Bloodhounds replaced with GDI Titan UCP and GDI Bull Tank from Tiberium. Both are unmanned.

Scrin:
- New Unit: Archon. Anti-infantry unit, from Tiberium. Fires electric beams or the same attack as the Annihilator Tripod.
- New Vehicle: Mobile Assault Carrier. Vehicle unit that acts as a mobile Buzzer Hive, can also deploy ground drones to attack (like Planetary Assault Carrier).
- New Vehicle: Tempest. Medium unit that hovers above ground and deploys a massive lightning attack around it and beneath it (Basically like the Scrin Primal concept art for Incursion, but with a different look, to fit with the other Scrin units). Does small damage, kills all infantry, but mostly EMPs vehicles (RA3 Stingray/RA3 Tesla Tank).
- New Vehicle: Voidwalker. (url: Forum.cncsaga.com) Light vehicle that works like a light gun walker. Gun Walker is moved to Tier 2.

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Alex_06
Alex_06 - - 1,126 comments

ASI:
- Probe: Small detector unit, built at the main ASI building. Unarmed, can be upgraded with a small laser for 500$ each (Requires War Factory or Tech Structure) (Design: Think like the Imperial Probe Droid from Star Wars, or like this: Assets1.ignimgs.com).
- Cyborg Assassin: Cloaked infantry that can melee kill enemy infantry.
- Icer: Infantry that freezes enemy units, like the Cryo-Legionnaire. Could be robot (which could take inspiration of Dark Troopers or Carbonite War Droids from Star Wars) or a Cyborg. Maybe give it an ability to smash frozen units. This could work well with the Egyptian theme ASI has ("preservation", "immortality" and all...)
- Cyborg Commando: No name for it yet, but a plasma based commando
- Reaper: AA/Anti-Armor unit. This used to be an ASI unit but was cut, no?
- Repo Man: Repossessed soldier that is transformed into a Cyborg instead of simply implanted. Requires you to send one infantry unit squad into your Armory Building.
- Transformative Light Tank: Light Tank that transforms into a 2-legged mecha or robot (url: Assets1.ignimgs.com (the tank in the middle) or this: Assets1.ignimgs.com)
- Omniwheel Buggy: (Recolored/Reskinned C&C4; Spider Tank, that thing has omni-directional wheels)
- Ice Tank: Tank that freezes enemy units.
- Transformative Fighter/Bomber: Fighter/Bomber that can transform into a tank. Is armed with missiles. (url: Assets2.ignimgs.com)
- Let us have the epic unit for the ASI back, as well as its building!
- Shield Generator Structure.

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artist0202
artist0202 - - 249 comments

UPDATE IT. AS SOON AS YOU POSSIBLE.

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Oaks
Oaks - - 2,242 comments

Hmm. Its supposed to work like that:
Youtube.com
But otherwise sorry, I dont know anymore how to help you, dont have advices, I dont have Origin, so IDK what is wrong.Oh..err.damn.
Well,google and youtube more around, ask the guys on discord:
Discordapp.com
Discordapp.com

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BlackViperMWG
BlackViperMWG - - 12 comments

So I create Tiberium Secret folder in Documents/Command and COnquer Tiberium Wars/Replays/Mods right? And then drop the files into it, but how to start the mod?

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