This latest edition of Tactix brings back all the upgrades and purchasable power-ups.

NOD: Decoy Army Cloaking Field Mine Drop Shado...


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This latest edition of Tactix brings back all the upgrades and purchasable power-ups.

NOD: Decoy Army Cloaking Field Mine Drop Shadow Strike Team Catalyst Missile Tiberium Vapor Bomb Master Computer Countermeasures

GDI: Sharpshooter Team Zone Trooper Drop Pod Shockwave Artillery GDI Airborne Orca Strike Bloodhounds

SCRIN: The Swarm Lightning Spike Reconstruction Drones Phase Field Wormhole Summon Mothership

Super weapons such as the Rift, Nuke and Ion are still missing, but everything else is back and retooled to fit in with the direction of Tactix.

Some of the most significant updates this time around include: A reworked stealth detection system, encompassing every unit and structure's ability to detect mines, vehicles, infantry and aircraft. Infantry are now purposeful in the extreme. If they're anti-infantry, they'll do their job better. Likewise anti-light or heavy vehicle infantry, will do their job better. Oversights including improperly balanced build times, prices, and hitpoints have been addressed.

Balancing, balancing and more balancing!!! As I near the completion of Tactix, I've been doing more playing then actual modding and it's paid off if in terms of balancing. From the cost and health of a mammoth tank, vs the tripod, to the deadliness of the blackhand infantry vs riflemen. It's been looked into.

I'd like to list all the changes this time around but they're are simply too many, and if I tried I'd be leaving something out, so I won't. I do however have a somewhat updated readme file included which reflects most of the changes. If you care to read into it some more, have at it.

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Download 'tactix_1.66.zip' (3.53MB)



Tactix is a SP/MP modification designed to bring CNC3 gameplay to less of an arcade experience, and focus on strategy as opposed to rushing and spamming units. Those strategies still apply and can be used, though in Tactix, 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 force can breach it. Contrast to the safety your base affords you, each unit has been beefed up to do more damage, and receive more based on type. The balance to this, is that each units has an equally potent counter. 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. 



**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.

Base Defenses have an altered stealth detection sequence. Anti-Ground structures can only detect stealthed ground units. Anti-Air structures can only detect stealthed aircraft. Base Defenses structures of any kind, can not detect mines.

Anti-Infantry structures excel at taking town Infantry. They can also be built from cranes.

Anti-light vehicle structures take care of light vehicles very well, but fail against larger units. They can also be built from cranes. (Note - the Guardian cannon receives the rail gun upgrade along and is not at its best until this upgrade is purchased.)

Anti-Air structures for all races have dramatically increased attack ranges and weapon damage. structures can also be built from cranes.

Anti-heavy Vehicle structures have significantly improved range and damage rates. Due to their enhanced potency, they can only be built by the construction yard. (Note - GDI’s sonic shockwave no longer does collateral damage to allied structures or units.)

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

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 also generates $100 every 5 minutes, with a maximum of 5 Silos per-player.

SCINS’s Growth Accelerators have a cap of 6.

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.

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

Crates contain a variety of light vehicles from every side along with crates of varied money amounts.

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 dependencies have been placed on buildings per purpose. The larger or more useful the structure the more it consumes.

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. 

Veteran levels 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.

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, 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. Again, place them strategically. 

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”. Sam hubs having the largest placement area from the hub, and shredders the lowest. The central hubs for all of the NOD defenses also take up a smaller 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 refined for 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. Tanks 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. However, they will be making a return in the next version. 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.

Purchasable powers and abilities made available through com-centers, armories, tech centers, airbases, hangers ect, have been reworked,  and or retimed, and re-priced. 

Expansion units 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) structures are excluded from this effect.

Build times for some units have been increased from moderately to significantly to compensate for modifications and enhancements. 

Factory repair drones have larger repair radius of effect.

SCRIN infantry classes now have better ranged weapons.

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

All engineer classes come with one repair drone each and are significantly stronger. Their drones can heal both structures and units. These repair drones heal at different rates and ranges per side. The GDI drones have the shortest range and slowest healing rate, while the NOD have the largest range and fastest healing rate. (Note - The assimilators repair drone is stealthed.)

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

Firehawks no longer have strato upgrades.

Infantry can no longer de-cloak planes or detect mines. (However, Commando's and Engineers can detect mines.)

Bomber/Artillery class aircraft can no longer de-cloak ground units.

Overall cloak detection range for everything has been dropped down. Stealth units are significant factors in gameplay.

Scout units are you primary stealth detectors and anti-air units. (Note detection includes: Mines, infantry, vehicles, and aircraft.)

Commando units for all sides remain cloaked at all times, except when firing their primary weapon. They will not destealth when using C4, until they are actually planting it. (Note - SCRIN Mastermind remains permanently stealthy at all times, even when firing it’s abilities.)

All infantry classes can be crushed by vehicles.

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

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

All structures are stronger.

Graphical effects like explosions and impacts have been altered and or enhanced.

Neutral Tech Tiberium Silos no longer provide build space when captured

Nod’s Counter measures special ability has been temporarily moved to the Tiberium Liquidation Facility until the return of the Nuclear Missile launcher.



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
lucidic - Ideas / Bug Reports
Lowjack - SP&MP Tester
paddy_f - Bug Reports



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.
To these CNC3 communities specifically:




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.


The archive must be distributed without changes to the contents. Redistributing the archive with any files added, removed or modified, is prohibited.

The inclusion of any file from this archive in another archive, for redistributing without prior permission of the author, is prohibited.



sedistix AT yahoo DOT com


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