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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. :)

Support me on Patreon!

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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1.26 BETA RELEASE

I'm happy to announce that 1.26 has finally become a Beta and will be receiving a full ModDB release! This version of the mod has a whole hoard of changes but is still yet a work in progress so expect some jank, bugs etc every now and then!

Below are some examples of what surprises await in store for you in the new version!

Nuclear Armageddon

Revel in the power of the revamped Nuclear Missile for Nod. Now upgraded for the latest version of Tiberium Dusk. This absolute monstrosity can wreak havoc in an enormous area and costs 5000 credits to fire once the timer has elapsed.

ACTIVE PROTECTION!

The new GDI Marv (aptly named the Pacifier Supertank) has an active protection system that can defend it from various ingame threats. Not seen here, this new revamp of the MARV features a battleship cannon that can cause tremendous destruction. The vehicle also provides build radius for nearby structures as well as quality defensive turrets that can cause a real headache for enemy commanders.

Revamped Physics

To add to the nuclear armageddon seen above, basic engine physics have been added allowing the nuclear missile to be more destructive than ever! This may be added to other units and effects over time.

More of the Classics

ClassicObeliskClassicObelisk2ClassicObelisk3


The Classic Obelisk of Light Returns in all of its glory! Pictured on the left is the classic Obelisk in pristine condition. This hasn't seen combat. The middle image is the Classic Obelisk pictured alongside its more modern relative and the final picture is the Classic Obelisk when damaged, red steam spewing out the side.

The classic Obelisk is available for players of Nod as an exclusive defense tower.

Tiberium Tank!

TiberiumTank

This Marked of Kane exclusive variant of the flame tank comes in the Beta of 1.26. This vile monstrosity spews vicious corrosive toxins that melt through armor and contaminate large areas of the battlefield. The Tiberium Tank is specifically designed to wreak havoc amongst enemy light and medium armor and can cause enemy infantry to mutate into visceroids.

The Flames will Rise:

PurifyingFlames

Purifying flames upgrade has received a massive buff and change in the latest version of the mod. Now virtually all black hand units benefit from this upgrade allowing you to raze enemy infantry, vehicles and bases even easier! Leave them in ashes!

A pretty picture...


Lots of fresh unit cameos and descriptions have been made for this version of the mod. There is still work to be done on this front, but it makes the game look much more diverse as I've tried to blend them with the original game artstyle.

And much much more.

Honestly the changes are too numerous to list. The mod has come a long long way from version 1.25 and I'd like to say thanks to all those who've been following along at the Discord during this long journey.

Speaking of Discord, its open for everyone to join! For all those who want updates on the mod feel free to hit up here. I don't bite. :)

Click here to join the Discord!


And that's all folks... for this time!

Tiberium Dusk will forever stay a free mod, as I'm a firm believer that mods are made for fun and to expand the games that we love; however if you wish to donate I would massively appreciate it!

Below is my Patreon link, if you want to consider supporting the development of the mod (and help pay for my coffee working late at night ^^) its available for those who can donate. All donations are welcomed.

Tiberium Dusk 1.26 Early Alpha + Discord server!

Tiberium Dusk 1.26 Early Alpha + Discord server!

News

Get ready to join the Tiberium Dusk discord server and play an early access version of 1.26! :)

1.26 Singular Infantry: Poll Results

1.26 Singular Infantry: Poll Results

News 7 comments

Answer to the previous poll and what I plan on doing with the mod in the future, which will be an implemented dual system catering to those who wanted...

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...

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Tiberium Dusk 1.26 BETA (0.16B) - RELEASE

Tiberium Dusk 1.26 BETA (0.16B) - RELEASE

Full Version 6 comments

Tiberium Dusk 1.26 BETA is here. Changelog is within the file download. Enjoy this huge new update to the mod featuring new art, sound, physics, game...

Tiberium Dusk 1.25 - Release

Tiberium Dusk 1.25 - Release

Full Version 26 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...

Post comment Comments  (20 - 30 of 394)
Myrion_08
Myrion_08 - - 192 comments

Something to ask, could you try and upload this mod to command post when the next update drops?

Cgf-uploads.net

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Definitely a consideration, I haven't used Command Post myself yet, but I love anything that provides ease of access for installation of mods (i.e steam workshop) so I will be looking into it when the next update is ready. Thanks. :)

Reply Good karma+2 votes
monstertaimer
monstertaimer - - 60 comments

So you can actually run it through Command Post. All you need to do is put the mod in the "mods folder" as per normal. Then when you open Command Post, head to Patches, Local and find the mod in the list there, just enable it from there and you are good to go. It will also work with the SD map packs. The only thing is you need to manually update the file if there is an update (unless he gets it on CP)

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daytor
daytor - - 115 comments

Command Post doesn't work well with tiberium dusk, CGF needs to fix the way it detects this mod.

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daytor
daytor - - 115 comments

The automatic update is the one thing that we lazy people want

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daytor
daytor - - 115 comments

Yes, please.

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Guest
Guest - - 698,209 comments

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Gin_ToniK
Gin_ToniK - - 14 comments

Really liking this mod, wish you best of luck as this is the closest to a Tiberium Essence for KW I'll get.

As for critique:

for visual presentation I keep having this thought - "man, if only you had these and these Tiberium Essence models/icons". They would fit so well, especially with the TD theme. It would be amazing if you could get permission to use certain models and icons.

for gameplay - some (sub)factions feel unfinished, i've yet to try Scrin. But Nod and GDI are a mixed bag. ZOCOM is my favorite for now, but only because the economy is kinda wack. With the same settings as I have for other mods, the amount of credits I gain is slow and very little, I don't know if that is intentional or not. Not that it's bad, but it does make the battles feel different.

As for who feels more powerful and finished. Again, ZOCOM and Marked of Kane, they seem to have the most amount of "love" given compared to others.

I do however have one personal con, it's the usage of Generals USA infantry icons and models, alongside the remastered one for grenadier. Sorry, it's just too jarring for me. I feel like it would be a 100 times better if you used TS icons or even kitbashed from vanilla.

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Freezie_
Freezie_ - - 27 comments

will the neutral ai units be changed in any way? since the wild Tib fiends are surprising strong, i've found myself rushing with a lot of cheap infantry and sitting them in the enemy Tib fields so it spawns a ton of those fiends to stop the enemy from being able to use that field too well

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Burakkuhāto Creator
Burakkuhāto - - 442 comments

Yes, I plan on Tib Fiends not being spawned by infantry anymore, and replaced with the Visceroids (the melee / toxic spewing things) when they die.

Tough, but not nearly as difficult to deal with.

Tiberian Fiends will "exist" from the start of the match with the new changes, within the fields, but once they're killed they'll be gone for good. :)

I might try and make another way for the fiends mid-game to spawn too, but that remains to be seen. :p

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