This mod brings back some essential things and features from previous CnC games, mainly from CnC Tiberian sun, that many CnC fans were missing in vanilla CNC3. Look for classic Tiberium model, blood and gore from infantry, burned infantry, Tiberian sun units and more. There are many minor visual, sound or balance changes in this mod.
Tiberium Essence 1.2
Game - Command and Conquer 3 : Tiberian Wars with patch 1.9.2
Developer - Jiri "Carnius" Chalupa
e-mail - yuri.sidius@tiscali.cz
Description:
------------
This modification is dedicated to bring back some essential things and features from previous cnc games (especially from CnC Tiberian sun) which many CnC fans (like me) missing in vanilla CNC3 (things like classic tiberium model, blood and gore from infantry, burned infantry, tiberian sun units and more.) But it´s not only that, there are many visual, sound or balance changes which I want in my mod.
Installation:
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1) Ensure you have game patched to v 1.9.2
2) Mods for CnC3:Tiberian Wars belongs to "Documents and Settings\*YOURNAME*\Dokuments\Command & Conquer 3 Tiberium Wars\mods\"
3) If folder "mods" do not exist in "Documents and Settings\*YOURNAME*\Dokuments\Command & Conquer 3 Tiberium Wars\, create it
4) Content of this package (TiberiumEssence_012.zip) is folder named "TiberiumEssence", unpack this folder to "mods" folder above
Run mod:
1) Insert CnC3:Tiberian Wars DVD to your dvd drive and Wait until game launcher window opens.
2) Clic on Game Browser button, new window whith Replays should appear.
3) Switch to mods, select TiberiumEssence and then click Launch Game.
If game launcher do not opens after DVD insert, you have probably disabled autorun in your windows default settings. You must launch Game Launcher manually from DVD. Open Tiberium Wars DVD and run autorun.exe in main root. When game launcher opens click on Game Browser button and follow instructions above.
Uninstall:
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Simply delete folder TiberiumEssence
Known issues:
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Saved files from original Tiberian wars or previous version Tiberium essence is not compatible with this version of my mod and cause game crash, it is due many changes in weapons and units. Both skirmish and campaign maps must be started from begin. For campaign it means start campaign from begin or go to campaign load menu and chose auto save from top menu and then chose any map from theatre you want to play. If you do save game with this mod it can be loaded normally, but of course it works only with same version of this mod.
My changes on some structures and units do not work in certain campaign maps. My guess is that it´s different unit or structure. Their xml file is probably part of that map and cannot be edited. But don´t worry you won´t get stuck in campanign. Most likely it is insignificant problems.
Also in certain campaing maps (like GDI final missin in Italy) mammoth stomp and Mech spearhead (was titan spearhead in v1.0) suport powers do not appear in sidebar menu so i make them accessable from Dropship Command (Was Dropship Bay in v1.0).
I´m sorry for these inconvenience.
Legal:
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This mod contains sounds taken from other cnc games and modified textures from CNC3 Tiberian wars, but EA support modding their games so it should be legal. Everything else in this mod is done by myself.
For modders:
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You can use anything from my mod, but only if you give me credits for that.
Please do not ask me for my models. I say that I will release them for public use one day and I'm looking forward to keeping my promise but it will not be any time soon. This mod is still quite new and in development so please be patient.
Thanks and credits:
-------------------
Thanks to Sedistix from project CnC3:Tactix for his help with ini files and some coding stuff
Thanks to Dutchygamer from Project Perfect Mod forum for his help with code on explosive Blue tiberium
Olaf van Der Spec (XCC utility)
Jonathan "Jonwil" Wilson (SDK Extras/CnC3Tools)
And thanks to whole CnC community for support and positive response.
So enjoy and have fun.
Version v1.2
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Quite the same as v 1.1 but most bugs fixed.
Version 1.1
---------------------------------------------------------------------------------------------------------------------------------------------------------
Change log (see version 1.0 in history below for more details)
General
-removed EA logo, game start faster
-certain upgrades moved to tier 2 (like in KW)
-EMP blast looks like Tiberian Sun EMP blast ;)
-All outposts can repair vehicles, health doubled
-changed tiberium field (both green and blue) central model to be like in Tiberian Sun/Down, Firestorm
-Added 5 new units - GDI Orca Bomber, GDI Wolverine, Nod Banshee, Nod Cobra Artillery, Alien Manta and Ghost Stalker
-Walls for all factions has 50% more health
-blue tiberium explode when killed
GDI:
---------------
-Dropship Bay - renamed to Dropship Command, new model, replaces Space Command uplink
-Space Command Uplink removed from Game, support powers moved to Dropship Command
-V35OX is now regular unit, transports vehicles only
-Titan is now regular unit and has rail gun upgrade
-Ion cannon strike now looks like and works like in previous CnC and CnC3 fmv´s (strikes faster).
-Orca can be upgraded with Minigun - additional weapon can attack air and ground units
-War factory model resized
-Retextured Grenadier model
-Guardian Cannon replaced by RPG Tower from Tiberian Sun with similar statistics (I have never use to guardian cannon as GDI building, too much it resemblance Nod Gun Turret from Tiberian Down)
-Hover MLRS cost 1100, 25% more firepower vs aircraft
-Pillbox (Rifleman Dig in building) can be repaired when garrisoned
-Titan has new quotes
-Mammoth MKII - Railguns fire rate 25% slower but damage 20% increased
- chin mountent autocannon turret has now limited turn angle so can´t turn back and shoot through mammoths legs (looks stupid)
- Missile pods has now 180 degree turn radius so can turn back (their limitation in v 1.0 was omission from my part)
-apocalipsa tank quotes replaced for KW marv quotes
GDI units Update:
-----------------
Titan - heavy mech strong vs vehicles
------
Under pressure of many GDI field commanders GDI command decided restore Titan production too. It has required major improvements to present war factory to make it capable of production enormous battle mech like Titan are but it was worth of undergoing. Based on old successful design with railgun enhancement is new Titan once again symbol of GDI supremacy on battlefield.
Cost - 1500
Heavy Armor
Hitpoints - 4500
Armament - 120 mm Cannon, 500 damage per shot, 1000 damage with rail gun upgrade
Requirements - GDI War Factory, Command Post
Upgrades - Rail gun
Abilities - leaving husk when destroyed
- can crush lesser vehicles under feet
Wolverine - light mech strong vs infantry
---------
GDI command required something capable of handle Nod suicide bombers and other fanatics swarming battle field like ants. In middle of war there was no time for development new anti-infantry weapon so they look back to second tiberium war to answer and find - wolverine. Despite archaic design his twin Assault Cannons can handle any infantry offensive with easy.
Cost - 800
Light Armor
Hitpoints - 2500
Armament - 2x Assault Cannon, 6 rounds per clip 40 damage each
Requirements - GDI War Factory, Command Post
Orca Bomber - heavy bomber strong vs vehicles, structure
-----------
Between second and third tiberian war was orca bomber replaced by more agile and cheaper firehawk but when third war emerge requirement of heavier aircraft capable of bearing large loadout of bombs become obvious. Old design of orca bomber has been altered and based on experience from second war a minigun has been added to increase orca bomber chance versus enemy aircraft and infantry armed with anti-aircraft weapons.
Cost - 2400
Heavy Armor
Hitpoints - 3200
Armament - Bombs, 8 per clip, 1000 damage each (8000 total)
Requirements - GDI War Factory, Dropship Command
Upgrades - Minigun - additional weapon can attack air and ground units
GDI Support powers Update:
-------------------------
Mech Sperhead - Replaces Titan Sperhead from v 1.0
- Deploys 2 Titans and 2 Wolverines on the battle field
- Available on Dropship Command
- Cost - 4500
- Reload time - 5 minutes
Brotherhood of Nod:
------------------
-Retextured Scarab APC
-Scarab Apc has new quotes
-Nod basic infantry retextured to Nod style ;)
-Tiberium infusion is no longer represent by green aura but new texture on Militants and Rocket Militants
-Buggy EMP upgrade and Signature generator upgrade moved to Operation Center
-Sam turret has new Tiberian Sun style model
-Caryall is now regular unit, transports vehicles only
-Black Hand - immune to tiberium radiation
-Obelisc of Light - 15% more health, Cost 2000
-Decoy army support power - cloned units has more health
-Scarab APC has 2500 HP (was 2200) and comes with preload Rocket Militant squad (was Militant squad), Cost 800
-Reaper has 3000 HP (was 2700) cost retain, moved to tier 2 (requires operation center to build)
-Militant squad has 8 squad members and 50% more health, cost 300
-Confesor minigun has 50% more damage
-Cybors has 10% more health
-Avatars beam Cannon cannon laser appear like beam similar to Beam Cannon weapon and obeliscs anti infantry laser (is taken from beam cannon it should work like that)
-Disruption Tower - stealth self, cost 1500 power requirement 15, require Tech Lab
-New Upgrade - Advanced Avionics - available at Tech lab allow Banshee attack air units
-New Upgrade - Enhaced Servo - available at Secret Shrine, improves cyborg movement speed
-New Upgrade - Drilling Mechanism upgrade - replaces Dozer Blade, same benefits as Dozer blade, in addition unlocks Scarab APC and Scorpion Tank MKII dig in abilities
Nod units Update:
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Banshee - heavy jet fighter strong vs vehicles
---------
During years after second tiberian war most nod advanced technology has been lost in chaos which follow or simply replaced with cheaper alternatives. This was Banshee destiny too or at least everybody thought so. When Kanes return most forgotten technology returns with him. Back in command Kane ordered restore production of Banshee again because his planes count with arrival of aliens and banshee was based on their technology therefore destined to become best counterpart against them. However, Kanes order included demand on stronger proton torpedoes which delayed development new Banshee until middle of third war. But now is Banshee again ready to be Kanes best technology of peace.
Cost - 2000
Heavy Armor
Hitpoints - 3500
Armament - Proton torpedo launcher, 6 rounds per clip, 1050 damage each (6300 total)
Requirements - Nod Air Tower, Tiberium Chemical Plant
Upgrades - Advanced avionics - avaiable at Tech lab, allow Banshee attack air units
Cobra mobile Artillery - sidge weapon
----------------------
Advanced artillery from second war has been considered obsolete in days before third war and replaced by multipurpose Beam Cannon but his limited distance has been no match for GDI Juggernout and leave Nod in disadvantage. Kane cannot let this happen and ordered restore production of new Cobra Mobile artillery based on old advanced artillery but with stronger armor and faster deploy capabilities.
Cost - 1400
Light Armor
Hitpoints - 3200
Armament - 155mm howitzer, 1500 damage, must deploy to fire
Requirements - Nod War Factory, Tech lab (Nod Tech Centre)
Abilities - call for transport (Air Tower)
Scorpion Tank MK II - Light Tank. Strong vs. Vehicles.
-------------------
First series of scorpion tank was not as successful as Kane expected. Tank has too weak armor to stand a chance versus strong GDI tanks in late war days so Kane ordered his minions to add tick tank ability dig in to fortified position on Scorpion Tank. This required serious redesign tanks body and increase cost a bit but new Scorpion Tank MK II become stronger in combat and much more useful in defence than before.
Cost - 900
Light Armor
Hitpoints - 2750 (was 2400)
Armament - 105mm cannon, 275 damage (was 240), 520 with laser capacitor upgrade
Requirements - Nod War Factory
Abilities - call for transport (Air Tower)
dig in - allow scorpion deploy to fortified position similar to Tiberian sun tick tank which gives Scorpion tank 50% bonus to armor and 25% bonus to weapon range, Requires Drilling Mechanism upgrade (Tech Lab)
Nod Support powers:
------------------
Subterrain Strike - Deploys squad of Black Hand and Cyborgs on the battle field
- Available on Secret Shrine
- Requires Operation Centre
- Cost - 2000
- Reload time - 3 minutes
Scrin
------------------
-Plasma discs upgrade and Blink packs upgrade moved to statis chamber where infantry upgrades belongs
-Lighting spike weapon damage 10% increnesed
-New upgrade Tiberium Conversion Beam
- Equipes Anihilator Tripod and Seeker Tank with Tiberium Conversion Beam - available at Technology Assembler
- 50% boost to weapons, more damage to infantry, limited amunition
Alien Manta - heavy infantry tranporter strong vs infantry and light vehicle
-----------
Manta has been named due its resemblance with popular ray by soldiers who spotted this alien unit and have the chance to talk about. Unlike earth Manta this one is armed with lightning weapon with devastating effect on infantry and light vehicles. And it seem that aliens do not really only on worm holes and teleports in case of transporting their infantry. Manta has been spotted like swallowed some alien shock troopers, however, it not eat them but transport them on new location. During transporting shock troopers has been capable of attack from inside this beast with lethal efficiency.
Commander consider Alien Manta as extremely dangerous.
Cost - 1000
Light Armor
Hitpoints - 3000
Armament - Lightning bolt, 325 damage per shot
Requirements - Gateway
Neutral
----------------
Ghost Stalker - Elite Infantry. Strong vs. Vehicle, Structures
Ghost Stalkers are the best from best mutants and armed with best technology mutants can scavenge over wasteland. In second tiberian war they sided with GDI because they believed that GDI can cure them but this becomes too difficult task for GDI and in time Mutants lost fate in GDI and move along. Now they are mercenaries for hire, but if GDI find way how cure them along with whole planet they are still wiling to join them again.
Cost - 2500
Infantry Heavy Armor
Hitpoints - 750
Armament - Rail gun 2000 damage per shot, C4 charges
Requirements - Mutant Hovel
Abilities - Destroy Structure, Destroy Walker, Heal in Tiberium
Only one Ghost Stalker may be trained at a time
*********************************************************************************************************************************************************
HISTORY:
Version 1.0 - first release
New Graphic
-classic tiberium model
-human infantry bleeding after hit
-add new explosive death for human infantry - infantry explodes in blood and gore when killed by explosive based weapons (grenade, rocket, bomb etc).
-add missing flamethrower hit effect
-new burned death (experimental stage, works with laser death too)
-add chance that black hand and grenade soldiers explodes like in old cnc games (right now its just effect, explosion do not collateral damage)
-new explosion effect for juggernaut weapon warhead
-new rocket trail effect
-new rail gun effect - added projectile and new trail (feels more like tiberium sun rail guns now)
-new heroic laser for all nod units - red-orange (in my opinion blue is not true Nod color)
-bigger model for annihilator tripod, walk animation fixed (I mean weird animation lag which occurred during moving)
-alien seeker tank projectiles now travels in straight line (looks better, do not affect game balance)
-all commando units are highlighted with house color decal underfoot (I have always problem find them in crowd of other soldiers, don´t you?)
-altered nuke explosion
-altered model for avatars beam cannon upgrade
Sound changes
-new predator gun fire sound
-new mammoth gun fire sound
-mammoth move sound - louder (now you notice that this behemoth is moving)
-avatar fire sound - obelisc like sound
-new sounds for some explosive effects (taken from tiberian down, where is best sounds I ever heard in CnC game)
-new sound for scorpion tank laser cannon (from TS)
-new sound for nod base defense laser cannon (from TS)
-gdi commando sounds changed to tiberian down commando sounds (I think his voice is just cool)
-fixed missing fire sound at missile soldier and rocket militant when heroic
-new sound for gdi apc machinegun (from RA)
-new sound for nod buggy machinegun (from TD)
Balance changes:
Global:
-all missiles flying 33% faster
-added buildable walls to all factions, requires barracks to build
-heroic units gain 10% bonus to speed
Gdi:
-Orca strike support power - delivers double damage (up to 5000 hit points), cost - 1500. Spawning 5 Orcas.
Spawned Orcas health reduced from 3000 to 2000 each.
-Mammoth Tank - missiles 10% more firepower, speed increased to 45 (like in patch 1.1 for Kanes Wrath)
-grenade soldiers grenades - flying faster, double reload time (slower), 33% more firepower, greater scatter vs infantry, cannot fire while moving
-grenade soldiers health 10% reduced
-Zone Troopers - 10% more health, Autoinjectors upgrade increase health 40% (was 30%) and 33% faster regeneration rate
- new zone trooper armor makes Zone troopers less vulnerable to anti infantry weapons, but more vulnerable to anti vehicle weapons
-gdi guardian cannon requires weapon factory to build and have 35% more firepower.
-Sniper squad cost reduced to 1000
-Hunter killer Team support power cost reduced to 3000
-radar is moved from construction yard to command post
Nod:
-nod fuel bomb support power - 25% lesser damage, cost 3000 (like in patch 1.8), bomber health 25% increased.
-nod black hand - 25% reduced health, 10% more firepower
-nod laser cannon hub requires weapon factory to build and have 35% more firepower.
-Stealth tank fires 6 missiles per clip instead of previous 10, overall firepower 20% reduced
-Beam Cannon - requires NOD Operations Center to build (is tier 2 unit now)
-Avatar - primary laser firepower reduced back to previous 1000, Cost reduced to 2000, beam cannon upgrade firepower 50% increased,
flame tank upgrade reload time doubled (slower)
-Sacred Shirne create Black Hand squad when destroyed or sold (was Shadow squad)
-radar is moved from construction yard to Operations Center
Scrin:
-scrin photon cannon requires Gateway to build and have 35% more firepower
-all scrin vehicles heal in tiberium
-radar is moved from Drone Platform to Control Center
NEW UNITS:
GDI:
Mammoth Mark II
---------------
yes, this good old mech is back better than ever. Rumor is that gdi realized, in face of nod avatars crawling on battlefield that it was a terrible mistake discontinued this project and quickly restore its production. However, it is still very expensive and time consuming vehicle so their presence on battlefield will be still rare. Anyway even one Mammoth Mark II on battlefield is good news for any GDI commander.
Hitpoints - 25 000
Armor - Heavy (similar to mammoth tank)
Armament - 2x double barelled railguns (strong vs vehicles)
- 2x missile launcher (strong vs aircraft, can aim ground targets but is less effective)
- 1x double barelled autocannon (strong vs infanry)
Abilities - Self repair - Mammoth Mark II have engineers on board which do their repair duty at any circumstances
- leaving husk when destroyed
- can crash lesser vehicles under feet
Requirements - GDI Dropship Bay
- Support power Mammoth Stomp - cost 5000
- weapons factory have not capabilities to construct such enormous vehicle,
so gdi distribute Mammoth Mark II via drop ship.
- there can be deployed only one Mammoth Mark II per army
Titan - Gdi not produce this mechs anymore, though they have still few in stockpiles all around the world, and some commanders still likely includes this relics in front of their armies for their thick armor, firepower and ability to crash lesser vehicles under feet.
Hitpoints - 4 500
Armor - Heavy (similar to mammoth tank)
Armament - 120mm cannon - (strong vs vehicles)
Requirements
- GDI Command post
- Support power Titan Spearhead - Cost 3000 - a dropship deploys couple of titans anywhere on the battlefield
Hover MLRS - There was never explained by old gdi top command why they stopped production of this most successful vehicle,
but new command seems to think otherwise and suddenly restore its production again.
Hitpoints - 2500
Armor - Light (similar to apc)
Armament - 227mm long range missile launcher (strong vs. light structure, infantry, aircraft)
Requirements - War Factory, GDI Command post
Cost - 1200
Abilities - call for transport
NOD:
Cyborg Squad
------------
Kanes return inspirited many fanatics to sacrifice their lives and becomes Cyborgs - Kanes loyal servants unto death and maybe even beyond.
Armament - right hand mounted minigun (good vs infantry, light vehicles)
Armor - heavy infantry armor (similar to zone trooper)
Hitpoints - 500 per squad member (3 squad members total)
Requirements - Hand of Nod, Sacret shrine
Cost 800
Abilities
- call for transport
- Die hard - cyborg resilience on battlefield is beyond any soldier, even when lost halve of his body he do not die and
continue in fight
- Tiberium heal - cyborg regenerate health in tiberium
Cyborg Reaper
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Heavy four legged cyborg, originally developed by rebellious nod computer system Cabal during second tiberium war.
Now is Reaper in Kanes service, no more for harvesting people, but for his lethal weapons which includes both
anti-ground and anti-air missile launchers.
Armament - 2x anti-ground missile launcher
1x anti-air missile launcher
Armor - heavy
Hitpoints - 2700
Requirements
- Nod War factrory, Nod Tech center
Cost 1300
Abilities - Tiberium heal - reaper regenerate health in tiberium
Scarab Subterrain Apc
----------------------
infantry transporter, have no weapons but comes with preloaded militant squad, which can shoot out from vehicle Can by upgraded with drilling tools (dozer blade upgrade) which improves its armor and unlock subterrain attack ability
Armament - none
Armor - heavy (like scorpion tank)
Hitpoints - 2200
Requirements - Nod War factory, Hand of Nod
Cost - 800
Abilities - Subterrain attack - Scarab APC can burrow and move under ground to designated location unseen by enemy, but this ability is limited with distance and when dig out Scarab cannot move for short period of time.
NEW BUILDINGS:
Gdi Dropship Bay - the only place where can be Mammoth Mark II deployed.
Hitpoints - 5000
Requirements - Gdi Space command uplink,
Cost - 1000
Provides support power - Mammoth Stomp
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