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  • Kane's Wrath Reloaded mod for C&C3 released (Updated 2/25/2011)

    #1
    Tired of desyncs in KW?
    Tired of long loading times in KW?
    Tired of slower performance rates in KW?
    Not enough new content in KW?
    You thought Kane's Wrath is dead when it's still awesome to play?
    People wanted the real KW units to be played into C&C3 and they felt their wrath.
    I have waited too long after two and a half years thinking about this.
    Bibber made history in C&C3 and RA3 modding that led to this development on my own and it's sad to say he's not involved to do any KW modding into C&C3.
    Development time on this mod: 1 year and counting.
    And now it's finally here.


    This is Kane's Wrath Reloaded Delta 1.1 (split into three mods):
    ReaperTraveler: http://tinyurl.com/7txf82f
    BHMOK: http://tinyurl.com/76azavq
    STZOCOM: http://tinyurl.com/83cjc7l


    KW Map Pack (final simplified edit): http://tinyurl.com/859efoh
    KW Source Code: http://tinyurl.com/7eeaqcv
    Old version 0.75 download with no new music: http://tinyurl.com/84hfe99
    Old version 0.7 download with no new music: http://tinyurl.com/3as5u4l
    Kane's Wrath Reloaded 2 Beta 0.5 (KW only): http://tinyurl.com/84vrj2h

    Also my KW other mods:
    KW Minimod: http://tinyurl.com/7dzlh5r
    KW Wallmod: http://tinyurl.com/7fzdlbn
    No Capture Delay: http://tinyurl.com/7wo5s84

    Art Packs:
    CNC4 Art Pack: http://tinyurl.com/7xxadom
    KW Art Pack: http://tinyurl.com/85qvbl6
    KW Sound Pack: http://tinyurl.com/7rqz42o
    CNC3 Art Pack re-release: http://tinyurl.com/7hnlhsr
    Terrain pack: http://tinyurl.com/852fkn3

    Source Codes:
    Sandstorm: http://tinyurl.com/7xsu4ta
    Spartan: http://tinyurl.com/75rg3ku
    Shogun Executioner: http://tinyurl.com/75ek6ny
    Redeemer and Demo Truck: http://tinyurl.com/882fhbf
    Mutant Ironback and Scrapbus: http://tinyurl.com/7tyxuub
    Shatterer and Zone Shatterer: http://tinyurl.com/7youzcg
    Titan and Wolverine: http://tinyurl.com/8a8hzye
    Talon and Shockwave: http://tinyurl.com/6sddxfy
    Slingshot and Hammerhead: http://tinyurl.com/7wtc95e
    C&C4 Neutral Structures: http://tinyurl.com/82rksup
    Credits to Challenger13 for some of the Spartan coding and to Stygs for the Slingshot art files.
    Also Credits to the KW Mod SDK team for making the WrathEd program.


    Moddb page: http://www.moddb.com/mods/kanes-wrath-reloaded

    This mod for Command & Conquer 3 Tiberium Wars makes gameplay and other changes across all three factions. New units imported from KW (yes, they are real) will add the strength of the gameplay experience. There are some new mod changes from anything related to what other C&C3 mods do have, except when used with permission. This is an experimental alpha mod, which means this mod is still a work in progress. There are expected errors in the mod that will be issued.

    I have done 40+ new and modified KW units so far imported into C&C3. All KW art assets are extracted using Bibber's C&C Asset Extractor. All KW units use generic C&C3 coding except when other coding is necessary.

    Installation:
    This mod is for C&C3 with patch 1.09 installed in your computer. Place the mod folder into whichever operating system you have:
    Win XP path: "C:\Documents And Settings\your user name\My Documents\Command & Conquer 3 Tiberium Wars\Mods"
    Win Vista/7 path: "C:\Users\your user name\Documents\Command & Conquer 3 Tiberium Wars\Mods"

    For KW Reloaded 2, it's for the Kane's Wrath expansion with patch 1.02 installed in your computer. Place the mod folder into whichever operating system you have. Use Bibber's WrathEd Mod Launcher to load the mod.
    Win XP path: "C:\Documents And Settings\your user name\My Documents\Command & Conquer 3 Kane's Wrath\Mods"
    Win Vista/7 path: "C:\Users\your user name\Documents\Command & Conquer 3 Kane's Wrath\Mods"


    KW Reloaded Version 1.1 Delta Changes (new changes subject to change without notice)
    Under this new version as a revision of version 0.8 beta, all six sub-factions have been split into their respectable mods in order to get them working. Temporarily some of the changes in this version from v.0.75 and lower versions do not have the following: unit limitations, stealth detection limitation, power plant usage from RA3, new support powers and music. Not all new units and structures I mentioned in the screenshots will be available to build and edit in this version of the mod. All sub-factions currently do not have their skirmish AI enabled as well as having their own command HUD.


    Global Changes:
    • All Engineers will not be selected if selected all units on the map.
    • Barracks, Hand of Nod and Portal can now heal infantry inside. (STZOCOM mod only)
    • Tier-1 infantry cost/build time has been increased for all factions.
    • NOD Walls, Bunkers, Voice of Kane and Demo Trucks are built to all NOD factions.
    • Scrin Walls are built to all Scrin factions.

    Global GDI Changes:
    • GDI support power of using the EMP from Space Command Uplink will be used for all GDI factions.
    • GDI Walls are built to all GDI factions with the wall span extension ability.
    • GDI Commando can now attack ground vehicles with C4 explosives.
    • Grenadier Squad can now able to use its ability to throw EMP grenades without the use of an upgrade.
    • Surveyor can now be built from the War Factory instead of Construction Yard.
    • Guardian Cannons and turrets on Battle Bases will have railguns when upgraded.
    • Power Plant upgrade increased to 20 seconds without a prerequisite. Upgrade cost remains.
    • Armory (aka Medical Bay) no longer heals infantry and it now goes through to the Barracks.

    GDI Changes:
    • Only retains the Shatterer, Slingshot, Hammerhead, Reclamation Hub, MARV and Air Support.
    • Added Tiberium Field to the defense tab. Spreads about 5000 credits of Tiberium on the field. Costs 4000/40.
    • Mammoth Tank can now use Adaptive Armor without the use of an upgrade.
    • Temporarily do not have weapon upgrades for Watch Tower, Armadillo, Hammerhead, Riflemen Squad, Slingshot and AA Battery.

    Steel Talons Changes:
    • Only retains the Titan, Wolverine, Mobile Repair Transport, Behemoth and Heavy Harvester.
    • Both Titan and Mammoth Tank can now use Adaptive Armor without the use of an upgrade. Effects of the adaptive armor still needs some leftover fixing on the shaders.
    • Added Sniper Squad to the Barracks. Still no commando unit for this faction.
    • Added Sensor Array which requires Command Post to be built.
    • Added Combat Engineer which now can capture most tech and enemy structures.
    • Replaced MARV with the Mastodon. That unit can be garrisoned by three infantry.
    • Replaced Pitbull with the Talon. Replaced Slingshot with the Sandstorm.
    • Replaced Hammerhead with the Orca Minigunner. That unit will have Pulse Scan.
    • Replaced Firehawk with the Orca Paladin. That unit requires Tech Center to be built.
    • Replaced Call For Transport ability with the building of Orca V-Ox and Carryall units to all ground units.
    • Temporarily do not have weapon upgrades for Watch Tower, Wolverine, Riflemen Squad and AA Battery.
    • Temporarily do not have the support power of ST Bloodhounds using Wolverines and Talons.

    ZOCOM Changes:
    • Only retains the Zone Raider, Zone Orca, Hammerhead, Zone Shatterer, Reclamation Hub, MARV and Air Support.
    • ZOCOM MARV can now fire with sonic shells instead of railguns (from Zone Raider).
    • Added a new ZOCOM defense structure, the Defensive Tower.
    • Replaced Missile Squad with Zone Defender. Added Zone Trooper into this faction.
    • Added Sheppard Tank (replacement to the Predator Tank). Can be garrisoned by an infantry. Costs 1000/10.
    • Added Spartan Tank which requires Command Post to be built. This unit replaces the Mammoth Tank.
    Costs 1500/15 due to the double power damage from a Predator Tank.
    • Added Zone Howitzer which requires Tech Center to be built. Fires a sonic artillery shell. Costs 1800/18.
    • Zone Shatterer can now fire with an overload beam.
    • Zone Juggernaut can now fire triple sonic artillery shells from afar. Cost increased to 2500/25.
    • Temporarily do not have special upgrades for Zone Orca and Firehawk.
    • Temporarily do not have weapon upgrades for Watch Tower, Armadillo, Hammerhead, Riflemen Squad, Slingshot, AA Battery.
    • Temporarily do not have the support powers of Bloodhounds using Armadillos and Pitbulls, Airborne using Zone Defenders and Riflemen Squads and the Zone Raider Drop Pods.

    NOD Changes:
    • Only retains the Reckoner, Specter, Redeemer Engineering Facility, Redeemer, Air Support and Voice of Kane.
    • Added Armageddon Bomber into this faction at a cost of 4000/40. It is armed with a Tiberium vapor bomb.
    • Vertigo can now fire with its vulcan gun on enemy aircraft.
    • Temporarily do not have weapon upgrades and new unit abilities working.

    Black Hand Changes:
    • Only retains Confessor Cabal, Reckoner, Specter, Mantis, Purifier, Redeemer Engineering Facility, Redeemer and Voice of Kane.
    • Added Militant Squad and Chemical Warrior into the Hand of Nod. Chemical Warrior requires Operations Center to be built and it will be built as an individual unit for the cost of 600/10.
    • Removed Shadow Squad from the faction due to no stealth for this faction.
    • Temporarily do not have weapon upgrades and new unit abilities working.

    Marked of Kane Changes:
    • Only retains Awakened, Enlightened, Tiberium Trooper, Reckoner, Specter, Redeemer Engineering Facility, Redeemer and Voice of Kane.
    • Added two new MOK defense structures, the Turret and the Rocket Pod.
    • Added Militant Squad into this faction. The Awakened is now a tier-2 unit.
    • Added Avenger, Cyborg Reaper and Cyborg Commando into this faction.
    • Replaced Scorpion Tank with Avenger Tank. Replaced Nod Commando with Cyborg Commando.
    • Removed Fanatics, Beam Cannon and Avatar from this faction.
    • Dozer blades upgrade removed from Operations Center due to the Avenger unit.
    • Temporarily do not have weapon upgrades and new unit abilities working.

    Scrin Changes:
    • Only retains the Ravager, Warp Chasm and Eradicator.
    • Added the Manta unit ingame. The Manta unit still has its ion storm ability working from the Planetary Assault Carrier unit.
    • Temporarily do not have weapon upgrades, new unit abilities and new support powers working.

    Reaper-17 Changes:
    • Only retains the Ravager, Warp Chasm and Eradicator.
    • Added Super Growth Accelerator, Manta, and Gun Walker into this faction.
    • Mechepede is only buildable in this faction. No upgrades needed.
    • Removed forcefield generator upgrade for this faction.
    • Temporarily do not have weapon upgrades, new unit abilities and new support powers working.

    Traveler-59 Changes:
    • Only retains the Ravager, Cultists, Prodigy, Warp Chasm and Eradicator.
    • Added three new structures: Terraforming Nexus, Life-Form Tower, and Lightning Spike. Terraforming Nexus requires Technology Assembler to be built. Life-Form Tower requires Signal Transmitter to be built. Lightning Spike requires Nerve Centre to be built.
    • All vehicles cost 200-300 more credits than the previous values due to the fact that they have shields enabled once you built them.
    • Added Devourer Tank into the faction. Removed Annihilator Tripod from this faction.
    • Cultists cost 2000/20 and comes trained as a group of three, becoming a triple mind-control squad.
    • Temporarily do not have weapon upgrades, new unit abilities and new support powers working.
    Here is the new partial change list of version 1.2 which is coming soon:
    • All factions will have the necessary unit abilities as well as weapon upgrades.
    • All future new support powers and upgrades must be build on the vanilla factions before using them into the sub-factions.
    • Nod Walls will have the wall span ability. (coding was previously missing in Logic Command Set)
    • Flame Tower to be added for the Black Hand with its primary weapon working.
    • Salamander to be added for NOD and MOK with its primary weapon(s) working.
    • ZOCOM Units/Structures to be added later in the next version: Zone Predator (with upgraded rockets), Zone Mirage Tank (with the cloaking ability), Patriot Missile Turret, Falcon MLRS, Zone Stalker (the replacement to the GDI Commando).
    • Any leftover errors or changes will be examined and fixed.


    Changes in KW Reloaded 2 Beta 0.5 (Kane's Wrath only):
    • All refineries and harvesters go back to normal costs from version 1.00 of KW.
    • All walls are buildable for all factions.
    • Shroud enabled for skirmish and multiplayer.
    • Added Manta to Scrin and Reaper-17 factions.
    • Added Sniper Squad to Steel Talons faction.
    • Added Militant Squad to both Black Hand and Marked of Kane factions.
    • Removed Beam Cannon and Avatar for the Marked of Kane faction.
    • Mechapede is no longer buildable for Scrin and Traveler-59 factions.
    • Devourer Tank is now buildable for Traveler-59 replacing the Annihilator Tripod.

    All other changes and credits are mentioned in the PDF readme file(s).
    Last edited by Zocom27; 03-16-2012, 07:19 PM. Reason: Updated information

  • #2
    btw, if you still have that cultist bug, it might be caused by you having the mastermind capture ability thing on the individual infantry instead of on the squad, try giving the squad object the ability instead and it shud all be fine and dandy, if youve already got it like that or u already fixed it then nvm i couldnt be asked to read down and see if it wa fixed

    Comment


    • #3
      I'll be further looking into it, Bobug. That cultist squad needs a fix on its attack method.

      Comment


      • #4
        " - Nod Turret is still missing textures on when it's built and when it's destroyed. (in which Madin did not include) Type description is not known even when the script name is there."

        Apologies.
        I'll add a fixed version when I next release stuff. Until then find a work around.

        Comment


        • #5
          Update on the first page. Leftover bugs and glitches are still being worked on.

          Comment


          • #6
            It's looking good so far Zocom!
            You have got around a few problems I'm stuck with.
            Keep up the fantastic work =D

            Comment


            • #7
              Updated the mod version to 0.5, now released as a beta. However, sorry to tell you that those six sub-factions are not available to use until version 0.6.

              Comment


              • #8
                Last update of the season, version 0.7 has been released. See the top first post for details and the download. I'll be back for version 1.0.

                Comment


                • #9
                  However the head comes out first outside on a position, not from inside the Warp Sphere, before the eight millipede bodies merge with the head.
                  Completely remove BuildCompletion="APPEARS_AT_RALLY_POINT" from the Head's GameObject code.

                  Comment


                  • #10
                    Despite over a six month hiatus in this thread, I finally have a major update in the first post.

                    Sorry for the bump though.
                    Last edited by Zocom27; 12-23-2011, 01:32 AM.

                    Comment


                    • #11
                      Another bump update.

                      Mod has been updated with a quadruple release for this week. I hope I will get the STZOCOM mod done by the end of the week. If not, it's next week. The STZOCOM mod had to start all over again fresh due to unknown asset and coding placement issues.

                      Links updated in the first post including the rest of mod material there.
                      Last edited by Zocom27; 01-31-2012, 09:44 PM.

                      Comment

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