C&C Retarded

This is C&C Retarded, the mod designed to maximize the FunFactor potential of CNC3. Do not judge this mod by how stupid it's name is, this m...


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This is C&C Retarded, the mod designed to maximize the FunFactor potential of CNC3. Do not judge this mod by how stupid it's name is, this mod will truly "ROCK YOU ARE FACE"!!!

Changes/Features 2.6:

Juggernaught has been enhanced.

Nod Commando has been buffed.

New GDI Unit - The Rance Costa (EMP Sniper Squad), Fires EMP Bullets that disables vehicles and structures.

All power plants now give you twice as much power.

GDI Commando has more health.

New Unit: The Rance Costa - EMP Sniper Team

Squads of 5 Weapon - EMP Sniper Rifle Fires EMP Bullets Disables Vehicles Structures and Aircraft. Costs 12000 Training Time is 12 Seconds Note: EMP Bullets cause time dilation when used at high altitudes. Expect Aircraft Frozen in time...

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Download 'cncretarded2.6.zip' (4.05MB)

C&C Retarded (v2.6)

Created Entirely by TheGunrun.


Powered by Pinoy!

-This mod is intended for use for C&C Tiberium Wars-

Tested using latest version of C&C Tiberium Wars | Kane Edition

(v1.09) without problems.

Long Live Westwood
Forever..Long Live C&C!

Copyright November 30, 2007:

E-Mail me @ ustig_1@yahoo.com

C&C3: Tiberium Wars (Kane Edition works too) | patch v1.09 or higher


Run the Installinator.bat file and follow the directions or...

Extract the retarded1 folder from the .zip file into your "My Documents\Command & Conquer 3 Tiberium Wars\mods" directory.

This is the directory for me: "C:\Documents and Settings\Administrator\My Documents\Command & Conquer 3 Tiberium Wars\mods"

Note: The "mods" directory might have to be created.

How to play:
Go into your C&C3's Control Center and click on Game Browser.
Click on the 'Mods' tab and double click on 'C&C Retarded' from the list of mods.

Delete the Files you extracted.

FAQ's Answers:

Yes, the mod is balanced.

The mod is much more fun human vs human, rather than human vs AI.

It works on Kane Edition.

You can do multiplayer if all players have this version of the mod installed.

To get to the control center: (on Windows XP)
Start > All Programs > Electronic Arts > Command & Conquer 3 Tiberium Wars > Command & Conquer 3 Tiberium Wars Control Center

I am still working on the mod. Don't expect any of my releases to be my last any time soon.

If you think I should change something, contact me via msn, email or comment on my site.
The Music Used in Retarded:

Minibosses - Castlevania (http://www.youtube.com/watch?v=5nOAsWecrRs)

Vigilante - Answers (http://www.youtube.com/watch?v=IRlpOwABevI)

Changes/Features 2.6:

Juggernaught has been enhanced.

Nod Commando has been buffed.

New GDI Unit - The Rance Costa (EMP Sniper Squad), Fires EMP Bullets that disables vehicles and structures.

All power plants now give you twice as much power.

GDI Commando has more health.

Changes/Features 2.5:

Devistator Warship has been tweaked.

The Mutant Marauders are much much more powerful.

Grenaders have been buffed.

PAC's has been buffed.

Engineers can now repair structures and aircraft via its drone.

GDI Battle Base is now stronger.

Rift takes more time now.

Orcas have more HP.

Nod Commando does much more damage. Costs more.

Mammoths have double the missiles.

Nod Soldiers do less damage and have more armour.

Nod Bikes can navigate cliffs.

New Unit - Catalyst Avatar, turns vehicles into more Catalyst Avatar.

Stealth Tanks cost less and build faster.

Silos store three times as much tiberium as before.

Some other stuff I forgot to document.

Changes/Features 2.1:

Starting Units have been changed.

Now Runs on patch 1.08

New menu music

Now works with most nocd cracks.

GDI Harvester's Railgun has been made more powerful.

The Nod Scorpion Tank has been made more powerful.

Cranes no longer require an mcv to be constructed.

GDI Riflemen and predator Tanks have been buffed.

Build times for early tier gdi tanks have been brought up.

GDI Battle Base has been made more powerful.

Zone Trooper drop now comes with a commando.

Splash damage from predictors and orcas have been enlarged.

Fanatics deal twice as much damage.

Fanatics are now stealth when not moving.

Watch Tower defenses take up less power.

Mammoth tanks, zone troopers and juggernauts deal more damage.

Orca range enlarged.

Shock Troopers do more damage.

Watch tower defenses deal more damage.

Nod Sam missiles deal more splash damage.

Increased GDI MCV health

Nod MCV Stealth when not moving

Scrin Disintergraters now deal more damage and can now walk on cliffs.

Tripods instant kill infantry and do more damage.

Devastator warships have been made more devastating and more accurate.

Juggernaut range has been extended.

Nod Commando is now stealth WHILE moving.

Planetary Assault Carriers Fighters are now stronger.

Range and damage of beam cannon is now larger.

Flame tanks deal more damage.

Overall Changes:

All Tiberium Refineries / Extractors will give you $500 every 12 seconds.
The build radius of all Cranes and Construction Yards has been increased.
Cranes are able to construct base defenses and more Cranes.
All factions can construct Walls.
The EA logo has been replaced.
A faction known as the “Unholy Alliance” has been added. The Unholy Alliance begins will all MCVs.
Each faction now begins the game with starting units.
The music in the game menus has been changed.
All mini-MCVs (Emissary, Explorer, and Surveyor) deploy in half the normal time.
The Mutants Marauders have been buffed.
Tiberium Spikes now give the player $69 a second.
All MCVs when undeployed have build radius.
GDI and Nod Construction Yards no longer provide radar to the player. Command Posts and Operation Centers now supply the player's radar.
Nod and GDI Engineers now come with three repair drones.
The player can now construct buildings on his/her Allies' Mini-MCV and Crane.

A Tribute System known as The Tiberium Recycling System has been implemented:
All Factions will be able to recycle unneeded Tiberium and place it back onto any field for their allies to harvest. These recycled packages will come in the form of 500, 5000 and 10000 value crystal formations. Each package will cost 10% more than you will get from re-harvesting them. (A crystal formation that will yield 500 when harvested will cost 550 to place, a 1000 will cost 1100 to place, etc) These recycled crystals formations will be buildable under the support structures tab.


Starting Units-
Surveyor, Rifle Soldier Squad, Predator Tank, and Pitbull.

Infantry Changes-
Snipers always one hit kill infantry.
Zone Troopers take less time to be made.
Zone Troopers are able to fire at air units.
The Rifleman's dig-in now comes with a Watch Tower defense.
Grenadiers cost less and take less time to be made.
The player can now create more than one Commando.

Vehicle Changes-
Mammoth Tanks have been made faster and more difficult to destroy.
Juggernauts have been made more powerful and its build time has been changed to be the same as the Mammoth.
The APC is cheaper and can now hold two different infantry squads.
Rigs cost less and have been made more difficult to destroy.
Predator Tanks build faster and cost less.
Juggernauts and Mammoth Tanks move faster.
Pitbulls cost less and build faster.

Aircraft Changes-
Orcas take on a Venom like quality. No longer does it require a spot on the airfield nor does it need to reload.
Firehawks deal twice as much damage.

Structure Changes-
Barracks comes with two complimentary Watchtower deferences.
The Anti-Air Gun Turret now deals double damage.

Superweapon Changes-
A new Superweapon called the “Liquid Tiberium Bomb” has been implemented. It is obtainable at the  Space Uplink Building. This weapon does massive and destroys all things Tiberium. The money required to use this weapon is $45,000.
Ion Cannon now only takes 2.5 minutes to fire.


Starting Units-
Emissary, Nod Soldiers, Stealth Tank, and Scorpion Tanks.

Infantry Changes-
The Militant Squads have been replaced with Nod Soldiers. They can fire at air.
Shadow Teams instant kill all infantry and their bombs have been made more powerful.
Black Hands have been made much more powerful.
Fanatics now cost less and take little time to make.

Vehicle Changes-
Buggys and Bikes cost less and take little time to construct.
Beam Cannons fire faster and take less time to construct.
Avatars have been made much more powerful, they now can fire at aircraft.

Aircraft Changes-
Venoms have been renamed to Vipers. They are now more powerful.
Vertigo Bomber deals twice as much damage.

Structure Changes-
All hub defenses carry five of the defense instead of three.
The Temple of Nod comes with five complimentary Obelisks of Light.
The Obelisk of Light now fires at aircraft. It is also much more powerful.

Superweapon Changes-
The Nuclear Missile has been amplified extremely, Massive Damage.
Timer on the Seed Tiberium power has been shortened.


Starting Units-
Explorer, Jobbers, Gun Walker, and Seeker Tanks.

Infantry Changes-
Jobbers(Buzzers) now deal damage to vehicles and structures. They will die instantly when hit by anything. They also can move over water.

Vehicle Changes-
All hover vehicles now can travel over water and some cliffs.
Tripods can now fire at air.

Aircraft Changes-
Mothership's speed has been doubled.
The MCV flies at a much higher altitude.

Structure Changes-
The Scrin AA Structure deals much more damage.
When a Signal Transmitter is constructed the player will lose all fog of war.
Growth Accelerators now accelerates to Four times the normal rate. They build fast too.

Superweapon Changes-
The Rift has been changed to last longer and have a larger range.
Lightning Spikes now come with an Ion Storm.

Note: This list doesn't include all of the changes the mod makes to the game.

Contact me:





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