1.62 Update's: Venom's and Orca's given more durability in the battle field. Scin Battleships beefed up. All Engineer classes beefed u...


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1.62 Update's: Venom's and Orca's given more durability in the battle field. Scin Battleships beefed up. All Engineer classes beefed up. Flame Tank rush exploit corrected. GDI defense balancing, Guardian cannon damage increased. Nod defense balancing, Laser cannon damage increased. Fine tuning of all base defenses. Tiberium grows faster, harvesters carry more, equating to 20-30% more money then before. Pitbulls Mortar tracer removed. Juggernaught damage rate increased. Rocket type projectile speeds adjusted. Avatar, Tripod, Mammoth buffed, & Balanced. All vehicles are more resilient against small arms fire. Tactix is a SP/MP modification designed to bring CNC3 gameplay down to a less hectic pace, and focus on the players base and economy as opposed to rushing and spamming units. However, those strategies still apply and can be used, though they will prove less effective.

Description: This mod will appeal to turtles, and comp stompers in the sense that a well built base is a true fortress, and only a smart opponent or overwhelming army can breach it. In contrast to the new base defense aspects, each sides units have been beefed up to do more damage, and take more of a beating. The draw back to this, is that their respective anti-unit or counter, will work much better. Translation, everything happens quicker and causality is in full effect. Every unit has an advantage and a weakness, despite their seemingly overwhelming destructive powers. There is always the right tool for the job, but only if you think it through. This mod forces the player into a strategical mindset. There are no super weapons in this mod, there are no purchasable destruction devices that will ensure your victory, the only thing you have, is your units and your tactix.

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Base defenses for all factions have been beefed up to better deter and defend. Weapon ranges, and damage done by base defenses have been enhanced significantly. Power consumption rates and prices have been changed as well to balance out their new destructive power.

Anti-personnel, anti-vehicle and anti-air base defenses for all races are comparable to each other in both range and damage per second. What ever side you play on, be assured that your base defenses are perfectly capable in no lesser or greater way then the other factions are.

GDI's Watchtower, NOD's Shredder and the SCRIN’s Buzzers now excel at taking town soldiers of any kind. Do not underestimate their value against infantry. These anti-infantry structures can be built from cranes.

GDI's Guardian Cannon, NOD’s Laser Turret, and the SCRIN’s Photon Cannon take care of light vehicles very well but will fail against larger units. These anti-light vehicle structures can be built from cranes. (Note that the Guardian cannon now receives the rail gun upgrades along with your tanks and is not at its best until this upgrade is purchased.)

Anti-Air Defenses for all races have dramatically increased attack ranges and weapon damage. Disallowing strategies that rely solely on air forces in mass. Regardless of what side you’re on, almost no air force conceivable can successful attack a well defended base. If you want to attack a base with any aircraft, you had better make sure they do not have power.

GDI's Sonic Shockwave, NOD's Obelisk and the SCRIN’s StormTower have significantly improved ranges and damage rates. These high cost base defense suck tons of juice to compensate for their devastating destructive power. Due to their potency, these beasts can only be built by the construction yard. (Note that GDI’s sonic shockwave no longer does collateral damage to allied structures or units when firing.)

SCRIN have dedicated base defenses, Hives for soldiers, Photons for vehicles, Missile Batteries for aircraft and StormTowers for them all.

Build space circumferences for core buildings in your base have been increased, for others they have been added.

Communications centers, or “Radar” facilities now properly 'endow' you with the mini-map radar. You no longer just have it from the get go.

NOD and GDI refineries can only hold only a little bit of Tiberium, necessitating the use of Silos. Compensating for the reduced capacity of refineries, silos hold 20X times as much Tiberium as they use to.

The Intro movie have been disabled so the game now loads quicker.

Harvesters for all 3 sides turn slower then before and possess less health then before. They now present a serious liability to the player.

Crates contain a variety of light vehicles from every side, along with some other interesting things.

The distinctive heads up display or (HUD) for each race, has been removed, and replaced with transparent graphics. You will see more of the battle field with this redundant clutter out of the way.

Across the board almost everything consumes a little bit more power then before, but it also depends on what the building is. This power dependency is the heart of Tactix. I’ve placed the burden of power on buildings I thought should have had it, and lessened it for others that didn’t seem to need that much. Example: Refineries, you would think that processing raw ore into something would require loads of power right? On the other hand, say you have a single turret, does it really need as much power as a communications center? This "power requirement, based on purpose" applies to all buildings for every side.

There are cap rates on cranes and construction yards. You can not build more then two of each. Though you may be able to get around this by capturing more.

AI has been tweaked to increase the speed at which the AI builds. (The only successful AI alteration I could manage.)

Veteran levels can change the tides of any battle. As every unit attains veteran status, the enhancements are very much greater. From stage one, on up to heroic, experience levels increase damage multipliers, health multipliers, and firing rate multipliers for all levels. Self healing is still limited to heroics only. Beware of heroic units, they will do significant damage.

Both Player and AI guard range modifiers have been decreased to limit the chance of baiting units into isolation for an ambush. Luring units into danger is not as easy as it was.

Frame rate limiter has been removed.

Unit Occlusion (Seeing units as their faction color behind buildings or other obstructions) has been disabled. Players can now effectively use terrain and structures to hide units from one another. You’ve been given a real reason to rotate your camera now.

Players start with several soldier class units.

Walls are available for ALL races and have increased health, and decreased costs.

New Skirmish colors, with less pastels. They consists of dark and light Reds, Blues, Greens, Golds and Purples, Lastly there is the civilian color of white. Total colors: 11

Sight and shroud clearing ranges for many units and buildings have been altered depending on class and purpose. For example Orcas are elevated above ground so it stands that they should see further then others, right? A tripod or avatar is also more elevated then other units, so you see how it goes. The exception to this is that scouts still have high sight ranges.

Details likes grenade trails/tracers, and other such gimmicky effects have been removed. (Why would grenades leave tracers?)

Radar Facilities once built give you a dramatic shroud clearing range around your base so place them strategically.

Tech centers, such as the Space Linkup, Signal Transmitter, and Tiberium Liquidation Facility increase your shroud clearing radius by double the extent that radar facilities do. Place them strategically. These tech structures also endow you with your only defensive or economic upgrade.

Moderate to significant price changes have been made for balancing issues. Outside of that, prices and build times for most items remain stock, or nearly stock.

NOD’s turret hub system has been enhanced by allowing turrets to be built slightly further away from the central hubs in a “tiered fashion”. With Sam hubs having the largest placement area from the hub, and shredders the lowest. The central hubs for all of the NOD defenses take up a smaller build footprint as well, allowing you to put them closer together. (Not good for bombing runs, but nice for confined areas.)

Weapon and Armor tweaks across the entire scope have been made to make the game ‘feel’ more genuine and these alterations and adjustments will more then likely continue in later versions to both add to the playability, and or to eliminate exploits or miscalculations in the current values. Soldiers no longer survive direct hits from tank cannons or lasers as if they themselves were in the same league as vehicles. Overall weapons are being refined for a more realistic effect and purpose and this process is on going. You will find that everything is a deadlier, but still has a counter.

Small Arms weapons have had their tracers removed. You will not see tracers from solider classes unless they are specialized or upgraded.

Tanks no longer rotate their entire body while tracking and firing upon enemy units. They have turrets for a reason. They now stay parked as you left them when used in conjunction with the hold stance option and their turret will do all the work. Leaving their front-end pointed where you wanted it.

Super weapon structures are eliminated, and none existent. There are no nukes, ion cannons, or rifts anymore. If you play on custom maps that have these structures, you’ll find that the devastating super weapons (Nuke, Ion, Rift) have all had “ranges” put on them, disallowing their use from range.

Semi-super weapons made available through com-centers, armories, tech centers, airbases, hangers ect, ect for all races, have been almost completely eliminated. There are almost no purchasable “attack/support systems” of any kind. With that said, each race does gets two, and only two types of special abilities and these are all geared towards intelligence gathering and or defense. Radar revealing, jamming, tiberium seeding, shielding. ect.

Expansion units for all sides have specialized characteristics. For the GDI, it’s stealth detection, for the NOD, repair drones and for the SCRIN’s, cloaking of all nearby friendlies.

Build times for some units have been increased from moderately to significantly to compensate for modifications or enhancements. Deadly heavy vehicles can not be spammed as fast as before.

SCRIN soldier classes now have better ranged weapons.

Engineers now come with one repair drone each and are significantly stronger.

GDI’s Juggernaught now fires tracer-less projectiles that have proper impact graphics and sounds.

Soldiers can no longer de-cloak planes.

Aircraft can no longer de-cloak ground units (Except the Orca with the sensor upgrade).

Firehawks no longer have strato upgrades.

Overall cloak detection ranges for everything have been dropped down. Making stealthy units significant factors in gameplay.

Commando units for all sides remain cloaked at all times, except when firing their primary weapons or abilities. The SCRIN Mastermind however, remains permanently stealthy at all times even when firing it’s abilities.

Snipers come in pairs, no more spotters. They also remain stealthy when using bombardment. They only de-stealth when firing their primary weapon.

This is just general information there are many other details that I can not recall at the moment…



Command & Conquer 3 Tiberium Wars 1.09



To install the mod, locate your "Command & Conquer 3 Tiberium Wars" folder in "My Documents"

C:Documents and SettingsSedistixMy DocumentsCommand & Conquer 3 Tiberium Wars

Within this folder create a folder labeled "mods" if you don't already have one.

C:Documents and SettingsSedistixMy DocumentsCommand & Conquer 3 Tiberium Warsmods

Now deposit the tactix folder in this mods folder to complete installation. To uninstall, simply delete the tactix folder within your mods folder.

Now load up your games control panel, and select game browser and Tactix will be listed under the mods tab.

If you do not have a control panel shortcut, add -ui to the command line to the exe for the game

"C:GamesCNC3CNC3.exe" -ui



Some players have reported CTD’s when adjusting the graphics options with this mod enabled.
I myself however, have never experienced this problem



Further balancing



Sedistix - Creator/Designer
Odin1Eyed - SP&MP Tester
Lowjack - SP&MP Tester



- sedistix AT yahoo DOT com



By downloading this file, you, the user. Agree that this mod is provided "as-is" without any warranties of any kind, either expressed or implied. Under no circumstances, including negligence, shall the author, or anyone else involved in creating and or distributing this mod be held liable for any direct, indirect, incidental, special or consequential damages that result from the use of, or inability to use, this modification.

If your are unwilling to be bound by this agreement of limitation on liability and damages, then you are prohibited from using this modification.



To those who were kind enough to assist in pointing me in the right directions.
To the dedicated modders out there who continue to mod this game.
Odin and Low for their invaluable assistance in refining the changes.

To the various CNC3 communities out there, and too these sites especially.


paddy_f - bug reports



You're not authorized to use this mod to build derivative works, or to upload it to any other sites.
This mod is to be hosted EXCLUSIVELY on Filefront and Revora.



This is a work in progress, there will be revisions to come, as there have been many already. Due to the consistent “evolving” detailed stats and precise changes done to the game, will not be archived or listed in this or any future readme’s.

Any praise, complaints, suggestions, or concerns you have in regards to this mod, will be greatly appreciated. You can find my in several game communities and networking sites under the name “Sedistix“.


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