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[Main Battle Tank] Militia Tank

[Main Battle Tank] Militia Tank

Name: Militia Tank Role: main battle tank Cost: 800 Strength: 380 HP, heavy armour Weapons: 105mm cannon Taken from civilian, National Guard, and various other second- and even third-rate military sources, these Militia Tanks were considered the pinnacle of military technology - 20 years ago. Now, they struggle on as workhorse designs for the Forgotten, often outgunned and always under-equipped, yet ever capable of giving a fair accounting of themselves when fielded well. They are capable of overpowering Tick Tanks if they catch them off guard, and can smash CABAL's Laser Hunters if they get the first few shots in, but against the modern Titan design, they will fail every time. Forgotten commanders are advised to pull them back from combat and have them repaired whenever the opportunity presents itself; sending them in battered, is often a death sentence for them and their crews.

[Naval - Transport] Whale Mass Barge

[Naval - Transport] Whale Mass Barge

Name: Whale Mass Barge Role: hover transport Cost: 900 Strength: 400 HP, heavy armour Weapons: none Abilities: transport 10x infantry While Nod's global tunnel network allows it to access most of the world via these subterranean passages, there will always places that cannot be reached, or where individual Subterranean APCs are not best-suited for delivering troops. Enter the Whale Mass Barge - Nod's largest ocean-going troop carrier, capable of delivering two 5-man combat squads into any beachhead or landing zone. Using hover technology to lift a reinforced hull filled with troop space, the Whale can keep pace with the surface elements of the Nod fleet, and can survive most defensive fire long enough to reach a shoreline to deploy its troops into the breach. It is not a heavy warship though, and commanders should take care to pull it out of harm's way the moment its task is done.

[Naval - Medium Attack] Stalwart Gunboat

[Naval - Medium Attack] Stalwart Gunboat

Name: Stalwart Gunboat Role: medium attack Cost: 1,000 Strength: 500 HP, heavy armour Weapons: dual missiles vs ground & air Abilities: stealth-detection, short range Download asset: https://ppmforums.com/topic-52954/ts-gdi-stalwart-gunboat/ One of the first naval units released to GDI under the new Task-force Triton - a task-force which had previously been stood down due to Nod's primarily land-based activities - the Stalwart Gunboat provides basic naval protection for larger vessels and shore installations, as well as scouting of the oft-cluttered waterways of a post-tiberium world. Armed with missile packs capable of targeting both ground and air targets, the Stalwarts are well capable of holding their own against most units which enter their range. Furthermore, their sonar arrays allow them to detect any nearby stealth units, although the range on these arrays is somewhat short.

Twisted Insurrection is back in Discord

Twisted Insurrection is back in Discord

Good day everyone. As some of you may have noticed, TI's Discord server suddenly went down a few days ago. We're still investigating the matter with Discord, but it seems unlikely that the old server can be recovered. Fortunately, we have a brand new server now up and running. Click here to join. For more information on what happened, check the announcements channel on the Discord server.

[Barracks] Mutant Hovel

[Barracks] Mutant Hovel

Name: Mutant Hovel Role: primary barracks structure Cost: 300 Strength: 800 HP, wood armour Weapon: Light Infantry Rifle Free Unit: Recon Chevvy Using prefab structures from the post-Tiberium world, and cobbled-together training equipment from previous wars, the Mutant Hovel provides the Forgotten colony with a cheap supply of various infantry units. They are also lightly armed with infantry rifles, and will fire upon any enemy unit that comes within range - an added bonus when defending your colony against aggressors. Additionally, whenever one is built, it will come with a free Recon Chevvy vehicle; fast but fragile, these wasteland cruisers can be used to scout out the areas around the colony in the early stages of its expansion.

[Radar] Scanner Tower

[Radar] Scanner Tower

Name: Scanner Tower Role: primary radar structure Cost: 1,000 Strength: 1,000 HP, wood armour Power drain: -80 (double that of normal GDI/Nod radars) Abilities: activates Radar Abilities: stealth-detection radius Available upgrades: Hunter-Seeker Control Using civilian broadcasting arrays and old GPS satellites, the Forgotten can use this Scanner Tower structure to give their colony a battlefield view somewhat comparable to that of GDI EVA units. Its sensors are also capable of detecting nearby stealth units, albeit at the cost of double the energy drain of GDI and Nod radar structures. Later on, as the colony gains more advanced technology, it can be upgraded with a larger satellite control dish that gives it control over Hunter-Seeker technology.

[Power] Tiberium Reactor

[Power] Tiberium Reactor

Name: Tiberium Reactor Role: primary power structure Cost: 250 Strength: 750 HP, wood armour Power supplied: +100 Abilities: stores tiberium (same as regular GDI/Nod silos) Abilities: explodes on death Harnessing the strange, ion-storm-inducing properties of tiberium has allowed CABAL to produce a novel yet dangerous form of power generation: Tiberium Reactors. Combining the power generation capacity of the older Nod Power Plant and the storage abilities of the Tiberium Silo, these new Tiberium reactors can both generate power and store excess harvested tiberium deep in their reactor cores. Their only drawback is their volatility once their reactor shields are breached - the blast from a Tiberium Reactor going critical will often be visible many miles away... CABAL sub-commanders are advised to protect these structures well, and especially keep them far away from harvesting operations and fragile drones like the Scarab Collector.

Renegade-X: Firestorm Revealed

Renegade-X: Firestorm Revealed

Moments ago, Renegade-X: Firestorm was officially revealed after multiple teases in recent months. As can be seen from the trailer, it is a Tiberian Sun version of the game, but it will exist as a separate mode, or rather set of maps that will be available for seamless switching through map voting at the end of each round. The expected release date is fall 2020.

Mod updates

Mod updates

Update - 2020.06.12 GDI Gunboats One of the first naval units released to GDI under the new Task-force Triton - a task-force which had previously been stood down due to Nod's primarily land-based activities - the GDI Gunboat provides basic naval protection for larger vessels and shore installations, as well as scouting of the oft-cluttered waterways of a post-tiberium world. Armed with dual cannons comparable to that of the Titan battlemechs, the...

Dawn of Tiberium Age 1.19 has been released!

Dawn of Tiberium Age 1.19 has been released!

Hello everyone! Dawn of the Tiberium Age has received a massive update today with version 1.19. It brings huge gameplay changes including factions being reworked, a myriad of new units, and existing ones being overhauled as well, new assets, multi-player and single player maps, and much more.