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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 16 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 27 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  (0 - 10 of 400)
edfrancis001
edfrancis001 - - 2 comments

Campaign unplayable. the missing power plant issue is one thing but the Betrayal of Kilian - the near useless NOD commando cannot take out the new large NOD infantry militia units without losing all her health and no she does no regen either. - most of the time she just crawls towards them and dies. she cant sneak past them, she has to kill them and because they are now 15 odd strong she will loose 50% health shooting the entire mob - this should have been picked up in a simple playtest.

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meszkaa
meszkaa - - 9 comments

The campaign can not be walkedthrough due to missing powerplant. I would be great if you can fix the problem.

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Burakkuhāto Creator
Burakkuhāto - - 451 comments

Gonna be fixed in the upcoming hotfix. Its quite a large bugfix (as well as gameplay) update in short notice, but I'm plodding through it.

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ThatWasLeftHanded
ThatWasLeftHanded - - 282 comments

Why did you make the game unplayable? Having Tiberium Fiends spawn like this is literally impossible to defend against...

I know, I tried.

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Burakkuhāto Creator
Burakkuhāto - - 451 comments

Its a pretty divisive feature, some like it, some don't care, others hate it. There is a difference between spawns, blue tiberium fields are much harder to take control of over green tiberium fields.

To get more used to the mechanic I'd recommend playing on maps with green tiberium field starts to start off with.

The mod is balanced around a 10k credit start, (I regularly test with friends on a weekly basis) even for blue tiberium fields, so whilst its challenging it is possible to spawn even with blue tiberium if you're prepared to fight for it.

Also, play around with units more. There are units that are tailored specifically towards dealing with fiends for each faction.

Nod for instance has its giant squads and the tents which can hold them off decently well.
GDI harvesters can defend against them easily on their own (especially with AP ammo).
Marked of Kane, simply spam the cheap singular infantry. They have resistant armor.
Steel Talons throw infantry into your harvesters, their heavy armor can tank fiend shards extremely well.

The early game requires you to get a bit creative and know each faction in order to succeed easier, and I plan on working on it further to improve ways to defeat them.

Reply Good karma+1 vote
Burakkuhāto Creator
Burakkuhāto - - 451 comments

A hotfix for 1.26 BETA is being worked on and will be coming fairly soon to fix any bugs seen during this release.

Reply Good karma+2 votes
Krulxyfer
Krulxyfer - - 24 comments

Can anyone help me with this?? The mod was working fine a week ago but I mistakenly changed the properties of the documents folder as read only, I already reverted that and tried playing this mod but it says missing on many units and buildings, some things still work fine but I can't see the upgrades and some other stuff.

I already tried removing and adding back the mod but it still doesn't work and its the only mod not working for me (I have One Vision, Tiberium chaos, tiberium insanity, unofficial patch, and tib dusk).

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Burakkuhāto Creator
Burakkuhāto - - 451 comments

I would recommend getting the latest version from the Discord if you can. Its still an alpha version of 1.26 (0.12b) but it has a lot of the unit strings / descriptions bugs fixed.

This problem was down to a certain custom version of the compiler and / or modding tools I've kind of cobbled together for myself for maximum compatibility / modding potential.

Downsides to this is it didn't work with how I had the unit strings setup on certain launchers, but if you grab the latest released version that shouldn't be an issue as its been patched.

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Krulxyfer
Krulxyfer - - 24 comments

(disregard this comment as it seems using commandpost fixed it so its all gud now :D)
i reinstalled the game and tried both 1.25 and 1.26 and for some reason even if the upgrades work the buildings and the units are broken? at start the game shows the one vision as the title, the faction names either take the names from one vision or the base game, the buildings for the factions are all based on the base game rather than the mod(steel talons not having the separate factories instead using the original one), im going to see if using commandpost and the download there would work.

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Burakkuhāto Creator
Burakkuhāto - - 451 comments

You've probably got OV and tiberium dusk mixed in the same folder.

They need to be properly separated because the skudef file included with each mod is what tells the game which files to load, I suspect its probably trying to read both.

Tiberium Dusk has its own menu built into the mod files, so the fact its showing another menu is a telltale sign that it needs to be setup in its own directory. :p

Best thing to do is delete both, reinstall both in your mods folder but keep both separate. You can't mix mod folders together with Kane's Wrath.

Command Post might be better if you want it to all be managed automatically. :3

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Nozuki_Guardian17
Nozuki_Guardian17 - - 16 comments

Use CommandPost instead of WrathEd, Check the patches for conflicting mods and the main Skudef of the game located in your installation directory and see if it is applied correctly.

Should be the lines of
add-config ..\..\..\Users\User\Documents\Command & Conquer 3 Kanes Wrath\Mods\Tiberium Dusk\$TIBDUSK_VERSION$

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Krulxyfer
Krulxyfer - - 24 comments

yep using commandpost fixed it, im not sure but i think one the fixes at the setup actually fixed whatever was wrong

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