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[WIP] [Tiberium Resurrection]

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Posted (edited)

Tiberium Resurrection 3.5 - in 4 days

TR has another developer - AntonV, the pixel art and animation creator

Pre-release game night on Saturday from 6pm CET! Play with the devs and gain early access to the update. Join our discord on discord.gg/jwRerrV to find out more!

Edited by LucasSK

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Posted (edited)

Tiberium Resurrection 3.5 changelog

Download: http://www.mediafire.com/file/sgxqrhas3g4wg8d/TiberiumResurrection.exe/file

the Prologue: https://www.mediafire.com/file/35cyl1xc65r2e3i/the_Prologue.zip/file

Client 📟 (used @Rampastring TS Client and re-configured it for TR)

new options for Unlock Tech, Mutant Armory, Factory Bonus

- new dropdown Special Scenarios (Showdown, TIberium Apocalypse)

General 🌍 (in-game changes)

- full new GDI Eva (by No Strings Prd)

- red tiberium now appears red in the radar

- re-shade implementation

- AI enhancements

Sountrack 🎧 (in-game themes)

- new OST Death Game, Crushed, Trees in the Distance, Monster, Trip in the Tib

- fixed song lengths from in-game menu

Maps 🗺️ (dunno what to add here 🤷‍♂️)


- re-implemented the Prologue - a worthy introduction to the TR story


- new map 

- remastered Grassy Knoll, Sinkholes, Seismic

- fixed "silos needed" option crash on some maps when it was turned off

Game 🎮 (units, building, vehicles, aircraft and other)


- ion cannon has a new fire animation

- fully re-made outpost

- ion cannon addon no longer needs tech center to be built

- engineer now requires radar to be built

...and much more balance changes


- fully re-made outpost

- nod tech center replaced by temple of nod

- obelisk of light has a new sounds

- nod buggy can now Q-move

- engineer now requires radar to be built

- enginner and radar array have a new "faction fitting" texture

...and much more balance changes


- Mutant, Mutant Sniper, Tiberian Fiend, Mutant Hijacker now buildable via Armories

- added tiberium infested buildings


- enhanced red tiberium tree animation

- you can no longer enter civilian vehicles

- remastered red tiberium values 

- tree strength is 100 (was 200)

Check the full changelog here: https://www.diffchecker.com/21gsKf2M

Edited by LucasSK

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Posted (edited)

Fellow TR fans

After a nearly 4 month break I am very happy to talk to you again. The 2020 seems to be really crazy year for everyone (including me). Either way, I hope you are all healthy and doing good. I spent my summer climbing mountains and hiking and I hope you all found an activity that kept you occupied (like playing remaster 😉). TR development was stagnating, but has been resumed in September. We are already making a great progress so expect further updates occasionally!

First of all, I am currently working on another 1v1 map - Desert(ed)! The map is supposed to be mildly big "playground" desert that players can explore. I am trying to make it feel like an actual desert with an oasis all all the other parts!


Next up, GDI is gonna get an AA vehicle - M-Flak! Fast scout and Banshee slayer - depending on how you use it

The goal is to give GDI ability to efficiently defend against air enemies while keeping the mobility of an army. You just gotta micromanage these guys a bit and please - do not send them in the front line 😆


Furthermore, both factions will get an advanced harvester! These will become available later in the game and will try to reflect on faction's play-style

GDI will get sturdy, but slow harvy that can take much more tiberium than the regular one while Nod will get a cloaked one with smaller capacity for your spec ops mining operations!


This all is WIP at the moment, so their look / stats still might change


Stay tuned for more news, changes and updates!

See ya soon 👋

Edited by LucasSK
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Greeting Commanders!

I'm known as Tiberius, and in celebration of TR's 2-year anniversary, it is my pleasure on behalf of the TR staff to share a detailed look into what has been going on behind the curtains for the past few months, as well as our plans moving forward!

Something big has happened for TR; Askhati has joined us as a staff member, and is graciously lending us his talents as a voxel artist and building editor. This of course gives us a whole new level of possibilities moving forward, and a lot of our focus lately has been on deciding and designing on TR's visuals and new assets. With that, I would like to present just a peek at what Askhati has been up to:


New Units

With this update, TR now features advanced harvesters, available at the third tier of advancement (Tech Center/Temple) for a higher price. These are specially designed to fit a faction's doctrine and style for some unique advantages and drawbacks.



For GDI we have the Atlas, a super-heavy harvester that sacrifices some speed in order to have both better armour and carry capacity. Furthermore, it carries scanners to detect any Nod stealth ambushes, and is all in all designed as a more survivable "frontier harvester" best deployed at exposed outposts.



For Nod, we have the Stealth Harvester. It is light and has a smaller cargo hold than the standard harvester, but instead carries cloaking technology. As such it can steal valuable strains of tib from beyond your base without exposing itself, or it can operate at home and make it difficult for GDI to spot and target your harvesters.

Each faction is also getting a brand new fighting unit!



This is the Mobile Flak IFV – or M-Flak for short. It is immediately available as you build your War Factory, and fills two gaps within the GDI roster: First of all we hated the idea that GDI was absolutely required to tech up in order to have a mobile answer to aircraft, as it shoehorned players into a certain build order before they could proprly expand or attack. Secondly, GDI's slow walkers make it hard for them to properly scout early in the game, especially on big maps. This light IFV with its dedicated AA dual flak cannons now allows GDI to do both, but it is fragile and has no defense against grounded attackers, so the more advanced later options still have some advantages.



Nod's new fire support unit. It carries a rapid-fire laser and is perfect for melting any target from behind a wall of Tick Tanks, synergizing perfectly with Nod's existing army. To carry enough power and not overheat it has had to sacrifice armour, and its strength lies in its varsatile damage. As the portable laser it quite advanced, you will need a Temple before you can field them.



We are in the process of "redesigning" some of the existing units, giving them a facelift and making them better visually reflect any balance changes TR has made to them:



The Amphibious APC looked outdated and out of place with it being fully remapped to the player's colour, so we updated it to simply better fit it.



TR's Disruptor is quite a bit lighter than that in vanilla TS, and its graphics now reflect that with its exposed tracks and the hull being less of a solid block. Detailing has also been improved in general. The white bits you see are heat sinks for the weapon.



Less beach-buggy, more military vehicle, we feel that this fits better with Nod having moved on from their rag-tag and improvised roster of TD.



The Devil's Tongue has received a much needed upgrade in its detailing – you can now actually make out the tracks and grinders, instead of it being a bright grey shoebox.

Even more is in the works, both updates to existing models as well as more original units!



 The update will feature many new as well as a few enhanced maps. Each of the maps is unique in a way to prevent the game from feeling stereotype-ish.



In addition, the Prologue has been updated and enhanced based on the feedback we received to achieve better and bug-free experience! Besides that, we are very happy to hear that you enjoyed playing the Prologue. We are sorry that it is currently placed as an addon, but worry not - we are doing our best to fix the issue and make downloading the Prologue a bit easier. 


Last but not least, we started the development of the 2nd campaign map – Propaganda Forecast. Unlike its predecessor, this version will offer maximum possible freedom for the player during the whole gameplay with the addition of amazing cutscenes and richer story telling like in the Prologue. You will be able to track the whole development of this map via YT series focused on detailed map-making process. Besides other things, we believe this will serve as a motivation and help for other mappers in the future!

Edited by LucasSK

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Tiberium Resurrection 4.0 changelog

Download: http://www.mediafire.com/file/0ozp310gx3l1vmt/Tiberium+Resurrection+4.0.zip/file

Client 📟:

- updated TR credits

- updated preset skirmish settings

General 🌍:

- player no longer named "LucasSK" upon installation :D

- merged "the Prologue" addon with the main game (follow instructions in "New Campaign" menu to play it - props to Bittah!)

- fixed invisible Armories bug

- fixed Infinite Tiberium option turning red tiberium to blue

- nerfed the AI (since difficulty "medium" and above was nearly unbeatable)

- buildings now lose health much faster when on low power

Sountrack 🎧:

- added Among the Titans and Legacy of Nod

- removed Trib in the Tib

Maps 🗺️:

- Prologue 1.1 - enhanced version of the Prologue for even better experience

- added 2 skirmish maps - Ravine and Desert-ed

- remastered Limited Access

- updated already existing skirmish maps

- fixed City Rally glitches

- fixed Tiers of Sorrow forced Ion Storm

- removed Fields of Insurgency

Game 🎮:


- added Watchman and Atlas Harvester

- added new voice lines for APC

- updated Disruptor and APC textures

- updated Power Plant (needs only 1 upgrade instead of two to produce maximum power)

- tweaked Orca Fighter fire sound

- tweaked Hover MLRS

- tweaked Juggernaut

- tweaked JumpJet

- tweaked Vulcan Tower and its fire sound

- buffed Titan

- buffed Tech Center

- buffed Refinery

- buffed War Factory

- buffed Construction Yard

- nerfed Wolverine

- nerfed Disc Thrower

- nerfed EMPulse

- nerfed Disruptor

- nerfed Orca Bomber

- nerfed Ghost Stalker


- added Stealth Harvester, Scarab Tank and Ravager

- added new voice lines for Stealth Tank

- updated Buggy and Devil's Tongue textures

- fixed Buggy turret offset

- fixed Reaper firing position

- tweaked Devil's Tongue

- tweaked Buggy and its fire sound

- buffed subterrannean vehicles underground speed

- buffed Refinery

- buffed War Factory

- buffed Temple of Nod

- buffed Construction Yard

- buffed Laser fence Post

- nerfed EMPulse

- removed Tick Tank (for now)


- added 4 civilian vehicles - Tanker, Mass Hauler, Flatbed and Lorry

- updated Scavenged Tank textures

- buffed Mutant Sniper

- buffed Mutant

- nerfed Tiberian Fiend


- added 5 destroyable rocks

- added 1 infested city building

- added a Snowman :)

- re-balanced Crates (again)

- nerfed Red Tiberium value

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