March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War. The infamous Kane has returned to lead the Brotherhood of Nod in a massive global assault on the Global Defense Initiative and the few remaining Blue zones left on the planet. Only you can stop him. The fate of humanity – and the planet – is in your hands.

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Blog RSS Feed Report abuse Latest News: The final version of KW Reloaded released

About Kane's Wrath Reloaded with 7 comments by PurpleGaga27 on May 9th, 2013

I hereby declared to announce that I am releasing the final version of KW Reloaded as version 1.7. Alongside with the last mod release, I am also releasing the source code of the content that I have done so far so you guys can make your own mods.

Epic Units Review The return of fake structures

I know there are some remaining issues left in this mod, but this is as far as I can go. Unfortunately with all the testing and experimenting for some time, it's sad to tell you that the skirmish AI and the Giga-Fortress (as the 10th epic unit) won't be in version 1.7. Some of the other content that I am working on (such as new SP and MP maps) have been cancelled until further notice. With this last release, I hereby declaring to retire from C&C modding altogether (since I am tired of modding) and go on with a new life. I highly recommend reading the PDF readme before extracting and playing the mod. Any further questions involving this mod, you can PM Fellyne, INtense!, Bibber or some other C&C modder for some help.

KW Reloaded 1.7

Here are the final changes of KW Reloaded 1.7:

Global fixes:
• Fixed an issue where built aircraft with unlimited ammo cannot go to a rally point from an aircraft structure.
• Fixed an issue that Emissaries cannot be built in Black Hand/Marked of Kane War Factory and/or Redeemer Engineering Facility.
• Fixed tracer guns visibility for Wolverine and Scrapbus due to a change of a new weapon template, enough to see more than one tracer gun fire.
• Fixed an issue that a Rocket Bunker does not show a Quad Turret even if upgraded.
• Fixed an issue that Hardpoints upgrade does not work with newly built Orcas and Zone Orcas.
• Fixed an issue that the Firehawk does not start with its default weapon, but the issue remains for Hardpoints that do not work with newly built Firehawks even when upgraded (regardless of select weapon load).
• Fixed Defiler’s attacking animation but its moving animation issue remains.
• Fixed some portrait icons that were oversized since the last release.

Global Changes:
• Added Service Depot to all GDI and NOD factions. Requires War Factory to be built and only one unit can be placed in a service depot at a time for repair (takes several seconds).
• Added Orca Bomber for GAF and Steel Talons factions. Requires Tech Center to be built.
• Added Underminer for the Marked of Kane faction. It can set mines, attack with mines and repair units. Requires Operations Center to be built.
• Added Smoke Grenade ability to the Riflemen Squad. Applies to all GDI factions. Smoke may or may not be seen.
• In-game music mentioned in the last release is now added to the final version but in low 128 kbps quality.
• Units that fire prematurely before turret changes to the correct position has been fixed with a pre-fire delay on their weapon(s).
• Sorted order of building MCVs, Surveyors, Emissaries and Explorers to the very end of every vehicle building tab, except tier-4 war factories.
• Structures in Logic Command Set that did not previously have Toggle Power, Self Repair and Sell commands have been added in to all factions.
• MOK Vertigo model is replaced by the C&C4 model. Ability and attacking remains the same.
• ZOCOM can now build a Tiberium Field just like the GDI.
• ZOCOM Predator Tank can now use the HEAT ability (effectively against armored vehicles) and now has a Rocket Pod upgrade (which increases damage).
• GDI can now build fake structures (requires fake crane to be built and fake crane requires the original crane to be built at a cost of 500 in 10 seconds and a limit of one on the field). Those fake structures shall cost 100 in 5 seconds and they pertain to do nothing but stand as decoys with low health. Armory, Power Plant, Refinery, Reclamation Hub and other defensive structures are excluded.
• Reduced the upgrade bonuses of Vehicle Bombardment, Offensive Maneuvers and Boosted Power.
• Kane, Mastermind, Prodigy and Cultists can no longer use mind control on epic units and now GAF defenses.
• Tiberium Agitation now applies to all sub-faction units and structures with Tiberium in which were not listed.
• Removed the building limit on any aircraft unit that requires ammo to be refueled at an Airfield, Hangar or Gravity Stabilizer. There is a bug where you can build unlimited aircraft in one turn even though the limit of placing units with reloadable ammo on an aircraft structure is four.
• Cyborg Commando usage of C4s now only applies to structures but not units. (there's an issue somehow that he can use the plasma cannon on structures instead of C4s)
• Cultists finally get their own mind control weapon, and now gets five cultists in a squad. They cannot use mind control on structures, aircraft and epic units. Cost reduced to 1200/15 and still requires Technology Assembler.
• Reaper-17 and Traveler-59 Corrupters can now lay mines.
• Some locomotor, armor and weapon codings have been changed to some units used from KW Patch 1.02+ as part of the enhancement. The following changes are also from KW Patch 1.02+:
-- Shadow Squad attack bugs fixed. Glider landing will start at a range of 50.
-- Scrin/Reaper-17/Traveler-59 MCVs can now be teleported by either Mastermind or Prodigy.
-- Seekers and Fanatics weapon target priority changed from infantry to vehicles.
-- Reaper-17 Reaper Tripod charged reserves bug fixed.
-- Flame weapons can now destroy friendly husks.
-- Shatterer, Zone Shatterer and Shockwave can now destroy husks via force-fire.
-- MRT repair radius increased to 300. Unit movement speed is the same as the APC.
-- Fixed Stormrider damage versus certain sub-faction units (Pitbulls, APCs, MRTs, Wolverines, Attack Bikes, Stealth Tanks, Gun Walkers and Seekers) to match that versus respective vanilla faction units. This gives 25% damage decrease versus these sub-faction units.
-- Shock Troopers, Zone Raiders, Black Hands, Tiberium Troopers and all Commandoes are now immune to damage from the Cloaking Field.
-- Snipers can no longer attack vehicles and structures. Veteran Snipers can now spot for Juggernauts and Battleships from within transports, foxholes and bunkers.
-- Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly drones. Now it has an explosion effect and sounds when destroyed.
-- Delays on several abilities reduced: Jump-Jets, Rig/MCV pack-up, Flame Tank/Mantis pre-attack delay and Orca Sensor Pod deploy delay.

GAF Changes:
• Some C&C4 units now have modified portrait icons rather than the original blue background ones.
• Talon can now fire correctly from its weapon bone positions.
• Archangel now has its first primary weapon fixed (it’s supposed to fire with a particle beam). Speed decreased slightly and health increased slightly.
• Orca Paladin now fires with its laser (unlimited ammo) so it does not need to return to the airfield. Speed decreased slightly and health increased slightly.
• Firehawk model is replaced by the C&C4 model. Ability and attacking remains the same.
• Mobile Repair Transport is now buildable with the same cost and build-time.

Fixes/changes that cannot be done:
• Making skirmish AI to work in-game. Although CNCLabs did it using a Neutral faction for the Forgotten, there’s no way I could use a Neutral faction to work since it results in a game crash.
• Adding a Giga-Fortress in-game as the tenth epic unit. The technical issue is the conflicted id names and an asset error of one default state, preventing this unit (and mod) to load in WorldBuilder and/or C&C3.
• Infantry units of 2 or more being garrisoned in an APC, Armadillo, Reckoner or Mastodon will result getting one infantry unit getting out at one time or even worse, none of them comes out. The only exception is the bunker and civilian structure. This is a common bug that neither EALA nor any modder can fix.
• Harvesters that cannot collect Tiberium automatically on which they were not from the Tiberium Field but independent objects is another common bug that neither EALA nor any modder can fix.
• Fixing tire treads to some C&C4 vehicles require actual coding from C&C4 unless I create tire tread objects.
• Death animations to some C&C4 units require actual coding from C&C4 unless I create collapsed objects.
• In the GDI Mission of Rome, a Mastermind unexpectedly can attack any unit with its tracer gun fire. Because the unit is modified, this affects this odd bug that I cannot resolve.
• Assault Mothership may require a new weapon projectile in order to show laser fire in four weapon bones since it only shows one laser fire.
• MOK Underminer’s ability to burrow itself to another location doesn’t work. Either a missing coding or animation file prevents this to happen.
• GAF Spartan’s ability to turn itself into a turret doesn’t work. A missing animation coding and other animation file(s) prevent this to happen.
• A replacement weapon to the Defiler requires a new weapon projectile (that I have no clue how to set it up) and without the major source code from Carnius, I cannot do it. The weapon art files can be found but the issue is making the new projectile to work.
• Adding a rally point cursor texture (visible from player) and using an EVA announcement on upgrading. Those require permission from Stygs to get the coding and source code from the Tiberium Wars Advanced mod. I would really want this, but time ran short as he is MIA in the C&C community.

I hope you have fun with this mod and hopefully if you want to modify my mod use the public source code that I have released. All credits and other changes are mentioned in the PDF readme.

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KW Reloaded 1.7 Source Code
C&C3: Tiberium Wars

KW Reloaded 1.7 Source Code

May 9, 2013 Kane's Wrath Reloaded Source Code 4 comments

This public source code contains all the latest content from the mod. This does not include art and sound files, but does include the skirmish AI coding...

KW Reloaded 1.7
C&C3: Tiberium Wars

KW Reloaded 1.7

May 9, 2013 Kane's Wrath Reloaded Full Version 10 comments

This final version of the mod comes with some new additions, bug fixes and balance changes.

AIPlay
C&C3: Tiberium Wars

AIPlay

Mar 19, 2013 JAGbot Demo 0 comments

I take no ownership for this mod, I simply repacked it so that it wouldn't overwrite any files, and would run like most other mods. All work on this mod...

KW Map Pack
C&C3: Tiberium Wars

KW Map Pack

Mar 15, 2013 Kane's Wrath Reloaded Other 2 comments

This KW map pack collection contains 44 compiled maps and the terrain textures from KW.

SP Map Pack
C&C3: Tiberium Wars

SP Map Pack

Mar 15, 2013 Kane's Wrath Reloaded Other 0 comments

This is a modified SP Map Pack for C&C3 Tiberium Wars for players who are stuck with starting vehicles in campaign missions that require power. This...

Beta 1.3
C&C3: Tiberium Wars

Beta 1.3

Feb 26, 2013 Tiberian Apocalypse Full Version 43 comments

Open beta, basically. I won't be able to work on TA for up to a month as of next week because I'm moving to Germany. I'll release a new version around...

Post comment Comments  (30 - 40 of 252)
Meyerm
Meyerm May 28 2012, 3:30pm says:

How do I install patch 1.09? The only download of the patch I can find gives me a single file, and no instructions on where in the game files to place this file.

+2 votes     reply to comment
Meyerm
Meyerm Jul 1 2012, 12:30am replied:

Problem solved. Nevermind.

+2 votes     reply to comment
ianzinho342
ianzinho342 May 16 2012, 8:50pm says:

I need help. The Videos are laggy has hell,and its annoying to play the camping this way. I already tried everything but it still lags...
Any help?

+2 votes     reply to comment
QQQQQQQQP
QQQQQQQQP Apr 15 2012, 9:40am says:

do u have to have a certain patch

+2 votes     reply to comment
Georgegreece
Georgegreece Mar 23 2012, 10:11am says:

There are many awesome mods for C&C 3 TW... I has 5+ mods for it o.e

+1 vote     reply to comment
conspirat
conspirat Jun 11 2012, 12:26am replied:

Namely:

1. Tiberium Essence
2. C&C FallOut
3. Middle East Crisis
4. CNC: Alternate Warfare

Soon: CNC: Renovatio

+2 votes     reply to comment
spaceyvaczy
spaceyvaczy Feb 29 2012, 8:42pm says:

does any one know why none of the mods for c&c3 might not work?

+2 votes     reply to comment
conspirat
conspirat Jun 11 2012, 12:17am replied:

One way works is by using shortcut:

For vista / se7en:

C:\INSTALLATION PATH\CNC3.exe -modConfig "C:\Users\USER\Documents\Command & Conquer 3 Tiberium Wars\mods\MOD NAME\MOD NAME_1.51.skudef"

NOTE: Run in Administrator privillege

+2 votes     reply to comment
Death_Night_674
Death_Night_674 Apr 13 2012, 2:47pm replied:

You need the latest patch, and make sure you have/create a mods folder.

EDIT: Just look at the comments section. Someone probably has the answer.

+2 votes     reply to comment
SpartanFer
SpartanFer Mar 2 2012, 7:26am replied:

do you have the c&c3 version 1.09?
steam or normal in DVD?

+2 votes     reply to comment
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C&C3: Tiberium Wars
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Electronic Arts
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Released Mar 27, 2007
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Highest Rated (11 agree) 10/10

One of the Best GAMES EVER

Nov 20 2010, 11:32am by Warmir

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Command & Conquer: Tiberium Alliances, Released Mar 15, 2012
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C&C4: Tiberian Twilight, Released Mar 15, 2010
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C&C3: Tiberium Wars, Released Mar 27, 2007
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C&C: Tiberian Sun, Released Aug 12, 1999
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Command & Conquer, Released Aug 30, 1995
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