"The sun rises upon a new generation as the scars of the past fade into the pages of history. The technology of war transformed the future, and the future of war has now become the present. Be prepared for the Second Tiberium War has begun."

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The Second Tiberium War

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The Second Tiberum War is a stand-alone game modification that redefines Command & Conquer 2: Tiberian Sun. The modification offers a completely new story with a 19-part campaign, new units, structures, maps, effects, game options, visual improvements, and naval warfare. The mod is built upon the Tiberian Sun Client a fan made project that allows for for many new features and no longer requires an installation or the original game to run.


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In 2010 Command & Conquer: Tiberian Sun was released as freeware which allows users to redistribute their modifications with the game as a whole. The Second Tiberium War is constructed upon the fan made Tiberian Sun client, a cleaned up and refined version of the freeware game, which allows for many improvements that it's successor C&C: Red Alert 2 implemented and more.

- Constructed upon the Tiberian Sun game client which allows for a greatly improved experience including online play using CnCNet.
- Features a new full length 19-part campaign that tells a re-imagined story from both GDI and Nod factions with in-game cinematic cutscenes.
- New infantry, structures, vehicles, aircraft, and naval ships!
- Improved visuals including lighting, structure details, units designs, and weapons effects.
- Meticulously designed maps with optional time of day choices for skirmish and multiplayer matches.
- Visually enhanced unit icons.
- Polished user interface with increased clarity and detail.
- New and greatly improved super weapons and effects.


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After the First Tiberium War was won by the Global Defense Initiative at the battle of Sarajevo, Brigadier General Mark Jameson Shepard retired from the service as the world was now at peace. Years later his grandson, Joseph Shepard, followed in his grandfather’s footsteps and joined the military service of G.D.I. to help restore the now ravaged Earth.

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Years later while on assignment a tragedy befell the young lieutenant when during the night terrorists assaulted the mutant village where the lieutenant was stationed, leaving the place in ruins. Men bearing the symbol of the scorpions tail attacked the village without warning abducting Joseph's beloved, Khetana, the mutant chief's daughter.

Angered by this tragedy, Joseph ordered his men to take whatever supplies they had to find her. Joseph vowed to find her at any cost and so they ran off into the distance after her. On that day, Joseph and his men were declared renegades from the service and had not been seen since.

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The year is now 2047, fifteen years after the mutant daughters abduction. The United Nations has become dictatorial and oppressive, forcing unjust laws and rules upon the people. The first world nations have become rich while third world countries are left in desolation. Minor rogue groups have risen up to fight for freedom, Tiberium scars the land, and poverty grows in ever increasing numbers.

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Rumors speak the the once infamous leader of Nod, Kane, is alive and has returned to liberate the oppressed masses. A loyal following of men and women that call themselves initiates have emerged claiming to pave the way for a new age, one of peace, unity, and faith toward the brotherhood. Uprising are widespread as civil unrest grows throughout the world and war looms upon the horizon. Be prepared commander, for the Second Tiberium War is about to begin.


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My name is Ryan otherwise known as EverValiant and I’m the sole developer of the Second Tiberium War. It’s has always been my passion to create a game that does not age with time that one could call a masterpiece. No game would I say has ever achieved that goal flawlessly but, as I continue to work each day I believe this project becomes closer to that goal.

“It’s not the limitations of the machine that prohibit you, but the belief in the lack of your own creativity.” - EverValiant


Thank you for supporting the Second Tiberium War and I hope you follow along as the mod project grows.

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News - November 2020

News - November 2020

News 2 comments

News update on what the come in the future of The Second Tiberium War.

Progress Update April 23, 2019

Progress Update April 23, 2019

News 5 comments

Just a preview on what I've been working on the past few weeks and what will be available in the future.

The Second Tiberium War 2.1 - Features

The Second Tiberium War 2.1 - Features

News 11 comments

Version 2.1 has been released with a whole host of improvements such as a 12 part single player campaign, new units, new visual effects, balancing, audio...

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RSS Files
The Second Tiberium War 2.93

The Second Tiberium War 2.93

Full Version 16 comments

Version 2.9 brings many new features and game play improvements with the most important being the addition of Epic class vehicles.

The Second Tiberium War 2.851 - Regenesis

The Second Tiberium War 2.851 - Regenesis

Full Version 30 comments

The campaign finale of the the Second Tiberium War is here! This update features the final two chapters of the campaign and many other additions!

The Second Tiberium War 2.72

The Second Tiberium War 2.72

Full Version 20 comments

Here is version 2.7 which brings many client improvements and the next chapter in the Second Tiberium War campaign.

The Second Tiberium War 2.63

The Second Tiberium War 2.63

Full Version 26 comments

The long awaited naval expansion including chapter 3 of the campaign is here!

The Second Tiberium War 2.51

The Second Tiberium War 2.51

Full Version 21 comments

This version features an overhaul to infantry, a new GDI structure, enhanced lighting, and the first two chapters of the new campaign story.

The Second Tiberium War 2.42

The Second Tiberium War 2.42

Full Version 16 comments

Version 2.4 is here and comes packed with new menu graphics, loading screens, overhauled super weapons, weapon effects, multiplayer maps, a special operation...

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necro17
necro17 - - 126 comments

Por que el Tech Level esta estancado en el nivel 3?

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Ever_Valiant Creator
Ever_Valiant - - 351 comments

He condensado los niveles técnicos a 3, todo está disponible en el nivel tecnológico 3.

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hrcspkla
hrcspkla - - 12 comments

There are some questions and issues in v2.851. If they haven't fixed in v2.9 yet, please correct them in v3.0.

1.Repair bot won't actively repair any units in different level, even though it's close enough to repair manually. I.imgur.com

2.Could you allow player to build a gate on track? In campaign, after destroyed the presetting gate on track, it couldn't rebuild my own one.

3.Could subterranean units keep showing their hitpoints while being underground? In the past version, they were unable to be visible easily if they didn't assign numbers.

4.Why can't Rocket Tower destroy the trees? It's inconvenient to make room for buildings.

5.As Rocket Tower attacks a fast-moving unit, if target moves out of range, the rockets will disappear instantly instead of hitting the ground.

6.Units with C4 can attempt to blow the gate and rapidly issue the moving commands as units walk "into" gate, they can pass through without blowing it. I.imgur.com

7.Why can't choose several medics with "Shift + Click"? Is this an issue from original TS?

8.Could harvesters get promoted by running over "enough" infantry?

9.Supposing ordering 3 of harvesters to unload at the same refinery, the third harvester will still be idle even if first two finished their unloading.

10.While Jump Jets fly over EMP mines, mines will always appear and hide with sound effect but helicopters won't happen. This sounds annoying if Jump Jets loop over them with waypoint.

11.Could players build anything near Tiberium Spike like we did in RA2?

12.After sold a Vulcan Turret, the adjacent GDI walls might become damaged or adjacent NOD walls might vanish. I reported this bug before and it still existed in v2.8.

13.In mission 10, the lower left of map where full of blue Tiberium cannot reach normally. Any units (including NPC) get stuck when they're close there so players must order harvesters with Q key to enter/leave there.

14.Once Players captured another faction, the infantry menu will overlap each other (Marine > Initiate > Grenadier > Dragoon...) but other units won't. I prefer them to not overlap.

15.Marine, Initiate and Cyborg cannot actively attack enemies in guard mode or in loop of waypoint. They only fight back while under the attack. (I still keep the saving file for debug if you need it.)

Apart from above feedback, there are also criticisms about campaign:
Mission 4: In v2.851, the mutants' attacking only lasts a short period and then completely stops. Compare to previous version, this modification is way too easy, especially a new Tiberium Spike continuously offers funds. In v2.72, players can capture abandoned service depot and produce MCV to build a new base, producing Skiffs in the lake to defend, giving players more possible choices to accomplish mission.

Mission 5: To be honest, I prefer the old design before v2.4 where you can revive an abandoned GDI base to retrieve Kodiak, and even capture the NOD base in the middle of map to produce more units. I could enjoy old mission 5 several hours to build a perfect defending base, but current one lacks variety because player can merely control a small group of troops and 3 of Orca fighters, no alternative way to vary the gameplay.

Mission 11: Every wave of attack is way too close and players are almost unavailable to explore after first wave. In case players don't explore to find the civilian radar to remove all shrouds and destroy fund trucks (3 x $2000), it's impossible to defend in early phase of hard difficulty. Destroying 2 of small outposts doesn't help a lot and just a distraction for defending base. I think the difficulty should be reasonable for players who never played this mission can finish it excitingly without knowing civilian radar and fund trucks, instead of "trial and error". Giving more scarabs should help players more after wiping out 2 of outposts.

In mission 2, 4 and 13, make the enemies continue attacking with a small group of troops until players finish the mission. The mission 14 can do the same after destroyed all radars.

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Ever_Valiant Creator
Ever_Valiant - - 351 comments

Thank you for the detailed response and in-depth look at the project, I appreciate it. Some of these issues will not be fixable as the actual source-code for Tiberian Sun is not available to modders so I'm limited to what I'm able to do.

1. There is height distance calculated into the game so I’m assuming even though the unit is only 2 tiles away the height difference make them farther.
2. At the moment I am not able to fix this.
3. At the moment I don’t know how but again there are no subterranean unit’s ingame yet...
4. That’s odd I’ll take a look at it.
5. Projectiles have fuel determining their flight range, as for them crashing into the ground that may not be possible.
6. At the moment I am not able to fix this.
7. Pressing the “T” key which is the default key command for selecting multiple units still functions, as for shift-click it doesn’t at least for me.
8. Never tried it honestly.
9. They should wait in line but I will take a look at it.
10. At the moment I am not able to fix this.
11. Easily fixable but if I remember correctly you can’t use a oil derrick in RA2 as a build from structure.
12. This may not be fixable.
13. That shouldn’t happen but probably just a simple map glitch.
14. The units listed in the sidebar are ordered according to the rules.ini entries, It’s easily fixable.
15. That shouldn't happen, I’ll have to look into it.

I just tested Mission 5 and they continue to send waves in version 2.9. I revised several missions the last update making some harder and perhaps it was not needed. At the moment he project is on the back shelf but if there are any game-breaking issues I will take a look at them.

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hrcspkla
hrcspkla - - 12 comments

3. I knew the Armadillo is coming for v3.0 and played them before in v2.4. Just hope that they can be visible easily while being underground.

4. By the way, LaserFire cannot burn down the trees either, although older versions have worked this way all the time...

5. I meant if rockets cannot reach rapid units, make missing rockets hit the farthest ground like Hover MRLS and Artillery missing their targets, instead of vanishing them.

7. What I said was that "pressing Shift + click units one by one" helps me choose badly damaged vehicles from a group of NOD troops to service depots. However this manipulating cannot select medics separately, especially multiple medics mixed into infantry.

8. Is it possible to implement? Let promoted harvests get stronger or faster once running over "enough" flesh pavement.

11. It can build some defenses near oil derricks in RA2. The civilian buildings captured by infantry are the ones cannot build anything nearby.

Another bug report: In mission 7 & 10, if I captured the preset NOD base and produced a NOD MCV to deploy within my base, when NPCs destroyed captured base, I would lose all NOD buildings, which meant new MCV didn't work. I plays campaigns only so skirmish mode may exist identical issues.

Thanks for responses and we players all deeply expect what you create in the future.

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Ever_Valiant Creator
Ever_Valiant - - 351 comments

3. It's possible that the new Vinifera code upgrade that will be in version 3.0 may make subterranean units always visible in the future.

4. I've tested this and since it's a laser effect it wont burn trees, internal code I can't change atm.

8. I've just tested this and harvesters do get promoted after running over enough infantry, which is 2.5x the cost of the unit per veteran level. All units drive faster at veteran rank 1, and become defensively stronger at veteran rank 2.

As for the MCV bug that is an issue on campaign missions I'm still trying to remedy, on skirmish/multi it doesn't appear to happen.

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Guest
Guest - - 700,120 comments

Hi, is there an option to increase difficulty for the campaign? I cannot seem to be able to find it.

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Ever_Valiant Creator
Ever_Valiant - - 351 comments

I removed the slider as I had not yet implemented it.

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