Given all the feedback on the direction of Tactix. I've made some semi-minor changes to the gameplay. This time around it’s mostly exploits...


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Given all the feedback on the direction of Tactix. I've made some semi-minor changes to the gameplay. This time around it’s mostly exploits and bug fixing, but there are some new features.

In regards to the special weapons, purchasable support powers, and super weapons, those will all be making a return in later versions.

Most notable changes are as follows: GDI & NOD Bombers weapon payload's doubled. LOS (Line of sight) alterations made to several units and base defenses. Price adjustments to various units. Shroud clearing radius from tech structures slightly reduced. GDI Battlebase (Rig) receives Railgun upgrade. GDI AI will now construct Sonic Shockwave Towers and fewer guardian cannons. Commando’s won’t de-stealth when planting C4. Aircraft durability improved against Anti-Air fire from mobile and static attackers. Bombers do much more damage and affect a larger radius. Factory Repair Drones (Battlebase included) no longer repair structures. Expansion Repair Drones no longer repair structures. Engineer Repair Drones repair both units and structures. * Scrin Assimilator given a “stealthed” repair drone. Scrin Shock Troopers Buffed. GDI Harvester attack bug corrected. GDI Predator attack bug corrected. GDI Firehawk Bomb projectile bug corrected. 40 Skirmish/Multiplayer Colors. Some minor graphical enhancements to projectiles and their respective impacts. NOD Venom given stealth detection, and improved weapons. NOD Confessors do slightly more damage than before. NOD Avatar constructs with only the Beamcannon weapon pre-equipped.

* Engineer Repair Drones are tiered. GDI drones have the slowest repair rate, while the Nod drones have the fastest.

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Download 'tactix_1.65.zip' (5.42MB)



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.

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.



**These are only the most noticeable and basic changes, there are many others that are not been noted.**

Base defenses for all factions have been beefed up to better deter and defend. Weapon range, and damage done by base defenses have been enhanced significantly. Power consumption rates and prices have been changed as well to balance out the 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 Hives excel at taking town 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 fail against larger units. These anti-light vehicle structures can be built from cranes. (Note - the Guardian cannon receives the rail gun upgrade 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. 

GDI's Sonic Shockwave, NOD's Obelisk and the SCRIN’s Storm Colum have significantly improved range 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.)

SCRIN have dedicated base defenses, Hives for soldiers, Photons for vehicles, Missile Batteries for aircraft and the Storm Colum for anything land based.

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

Players can build off both allied Construction Yards and Cranes.

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

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. Further encouraging the use of Silos, each Silo generates $100 every 5 minutes, with a maximum of 5 Silos per-player.

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

All Harvesters turn slower then before and possess less health then before. They now present a serious liability to the player.

GDI’s Armory, NOD’s Secret Shrine, and the SCRIN’s Stassis Chamber provide medical facilities to infantry units. Just order your damaged infantry inside them, and they will appear momentarily, fully healed. (Note - you can place rally points for these structures.)

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. 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 as 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 much greater. From stage one, on up to heroic, experience levels increase damage 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 respective faction color when 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. Total colors: 40

Sight and shroud clearing ranges for many units and buildings have been increased 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, and 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 one defensive, offensive or economic upgrade.

Moderate to significant price changes have been made for balancing issues. Outside of that, prices and build times for many units and structures remain nearly original.

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.

Weapon and Armor tweaks across the entire scope have been made to make the game ‘feel’ more genuine. Overall weapons are being refined for both a more realistic effect and to bring CNC3 back to the roots of it’s predecessors. You will find that everything is 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. 

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 there 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, stealthing nearby friendly units (Land & Air) but not structures.

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.

Factory repair drones have larger repair radius of effect.

SCRIN soldier classes now have better ranged weapons.

NOD's Avatar comes equipped with the Beamcannon weapons when purchased. For stealth detection, stealthing and the flamethrower you must commandeer. 

All engineer classes come with one repair drone each and are significantly stronger. These repair drones can heal both structures and units. (Note - the assimilators repair drone is stealthed.)

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

Firehawks no longer have strato upgrades.

Soldiers can no longer de-cloak planes.

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

Overall cloak detection ranges for everything have been dropped down. Making stealthy units significant factors in gameplay. Scout units are now a must have.

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. Commando classes can also be crushed like any other infantry unit.

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

Some tech upgrades have been moved to different structures to better suit there purpose.

MCV’s deployed are significantly stronger then before.

Graphical effects like explosions and impacts have been altered some.

Neutral Tech Tiberium Silos no longer provide build space when captured



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 controlpanel 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
paddy_f - bug reports



- 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.




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“.

Lastly. If you spot any exploits, or improperly balanced mechanics, (there should be some) please drop a post or email and the issue will be looked into asap, and if your report results in changes, you will be credited accordingly.

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