Kane's Wrath Classic changes most of the balance back to how it was in good old version 1.00 while keeping the bugsfixs of the newer patches and keep the rest of the good stuff :)
Kane's Wrath Classic is a mod that changes most of the balance back to how it was in the good old version 1.00 while keeping the bugsfixes of the newer patches and the rest of the good stuff :)
Kane's Wrath was completely rebalanced in patch 1.01 which changed most of the game's style to be a bit different from what C&C fans are used to by increasing the refinerie's energy, cost, and build time, increasing the harvesters costs, deleting the build radius from most unit production structures, weakening some of the powerful upgrades and rising their costs, and on overall limits player's actions and force them to play the game in different ways from what they used to (not to mention that the AI also started to fall apart since it wasn't able to adopt the economics changes) .
Then EA realized some of their mistakes and released patch 1.02, and made most of the upgrades cheaper but increased their build times (and left the refineries and build radius as they were in the last patch).
Many players including myself didn't quite like the new game style, sure if it was a mod or some sort of handicap it was alright, but since it was a patch players weren't able to log in to the servers and play online with friends.
That why I thought about making a mod that bring the game's balance back to how it was in ver 1.00 while keeping the good stuff such as bugsfixes, unit's improvements, and anything that I consider good (include the cheaper upgrades minus their long build time)
The change log for the mod was rushed but still noted almost all what I changed, it is included with the download.
The two only things I wasn't able to changes were the mothership's catalyst effect,
and the Tiberium Spikes in official maps since the current SDK version doesn't let me to mess a lot with global structures, I was able to change all Tiberium Spikes in unofficial maps so if you wish you can download my map packs that I added on the add-ons section, it will give you all official maps as custom maps and it will fix the issue.
Last note
I'm aware that it may made the game a bit unbalanced but I still think it mostly was meant to be played this way, For those of you that think only on balance Don't worry, I released other versions which just changed the refineries, harvesters, and build radius.
And to those of you who still not convinced I'm working on unofficial patch 1.04 (which will also going to be a mod) which I can make from your advises!
Many thanks to Zocker4ever which without him I wasn't even able to start this mod
and to Itay which helped me a lot with the mod as well!
How play:
First before anything else you will need to download the last version of WrathEd Mod Launcher
(it can be found in MODDB)
And make sure that you set it to be opened as administer
you will also need to make new folder in "C:\Users\username\Documents\Command & Conquer 3 Kane's Wrath and named it as "Mods"
example: C:\Users\username\Documents\Command & Conquer 3 Kane's Wrath\Mods and put the mod you want to play in it (in the mods folder)
After that just open the WrathED Mod Launcher (as administer) and select Kane's Wrath Classic 1.00 , Press on the "play" button and that it!
Have fun!
(How to play in gameranger Moddb.com )
(How to play with CNC: Online Moddb.com )
will I need the older files you uploaded (such as the Extracted and edited official maps pack) too?
No, the mod can work without them, but if you want the tiberium spikes to give you 25$ per sec and 750$ when being captured on KW's official maps you will need these files.
The SDK didn't let me to change the tiberium spikes on the official maps, I was able to changed them on custom maps.
So the only "fix" I was able to find at the moment was to extract all KW's official maps and put them in the game's maps folder, and it result in adding the game's maps as custom maps.
It will show you each maps twice though (the official and custom) but it won't change anything in the game files so you don't need to worry.
One last thing.. for some reason the game don't want to detect 3-4 official maps as custom maps.. so they will be missing until I will find a way to make them work
how to get this mod to work please help
If anybody could help I have This game on Steam and am also wondering how to get this to work :(. Please help.
Sorry didn't saw your commits
How play:
First before anything else you will need to download the last version of WrathEd Mod Launcher
(it can be found in MODDB)
And make sure that you set it to be opened as administer
you will also need to make new folder in "C:\Users\username\Documents\Command & Conquer 3 Kane's Wrath and named it as "Mods"
example: C:\Users\username\Documents\Command & Conquer 3 Kane's Wrath\Mods and put the mod you want to play in it (in the mods folder)
After that just open the WrathED Mod Launcher (as administer) and select Kane's Wrath Classic 1.00 , Press on the "play" button and that it!
I don't sure how to play it with steam version but I recall I saw few tutorials that show how to do so, I will post when I will have time.
Have fun!
Alas I Will have to find more info thru Steam, because though I followed the instructions I ran into the same problems as others... the Launcher has the wrong permissions and I don't know / it won't Allow me to change the target location. Thank you for you assistance however!
NP I will also try to look for way to make it work on steam users, thought I believe there's a way already and I just need to look deeper in the net to find it
desertfox2009
I may found a way help you play the mod, you will need "CNC: Online" installed though and then follow this tutorial
Moddb.com
Would it be possible to make it completely modular?
I mean, I really like the changes to refineries, it's high price and high energy consumption makes you think twice before spamming them out, although I'd like 1.00 MARV, harvesters and pikes stats...
I'm using the "Classic Money and Radius Edition, but I'd really love one with these options above, without the radius too, although this makes no difference for me!!!
Hello there Mihzvol, sorry I didn't notice your reply till now
I didn't really understood what you meant there by making it completely modular?
So far all the things that were in "Classic Money and Radius Edition" are in Classic ver 1.00, I just removed the radius from Barracks and Power plant since the orginal ver 1.00 didn't had radius for them, the rest of the building have radius though
It's simple, you make a mod with all your changes, and users choose what they want on their game, I mean, I really want the old 1.00 tiberium spike, harversters and MARV income ratio, but I'd also like to keep the new refinery cost and consumption, and also the 1.00 radius...
So, instead of creating a lot different versions of the mod, couldn't you create just one, and by making it modular, people would choose what they want?
I don't know if this is possible C&C, but many modders do this on The Elder Scrolls mods...
As I said, I'm using the "Classic Money and Radius Edition", because it has many of the changes I like, But I'd really love if it has the new refinery system...
Umm well version 1.00 have many changes compared to 1.02 and 1.01.
My mod's purpose was mainly to change most things to be like ver 1.00 while keep the bugfixes and the good stuff that EA added.
The two other editions where for people who only wanted the older money system and the older radius + money system without anything else changed (in other words it patch 1.02 balance with just the money and radius changes)
these two mods were also sort of demos, and the real thing had All changes in it to be like ver 1.00
I don't sure I can do every single change as a mod (the units and other stuff have a lot of balance changes in ver 1.01 and 1.02)
What I can do is to release the source codes so that other people will be able to edit anything they want to change, but that required the last version of KW SDK and a bit of knowledge about modding.
Or I can simply release another Edition if someone request so (the radius version was requested by user so that why I end up made it)
What you want me to change?
just the economic system? (like have all refineries, harversters, and spike with 1.02 economic system which mean refineries ganaaa cost 3000$ and will take more power)
while keep the rest of 1.00 balance?
Exactly the opposite, use the 1.00 economic system for everything but the Refineries, Which I like the 1.02 changes for it...
So it'll be like
Economic: 1.00
Refineries: 1.02
Everything else: 1.02
That would be perfect for me!!!
So in other words you want only the tiberium spikes and MARV economic changes (it's income ratio) correct?
There was a few costs changes for units and special powers but most of them were sensible in ver 1.02
Just so you know though The current SDK don't let me to mess with the tiberium spikes of official maps so it only going to work on the unofficial maps and the Extracted and edited official maps pack that I made
(which you can get here: Moddb.com )
It miss a few maps though :( I know feel like half work but there's really nothing I can do about it at the moment until KW's SDK will get some update that allow it
I was sure that I replied to this post but it seems to be missing...
Anyway, that's exactly what I want, plus 1.00 stats for Harvesters, I really didn't like the changes made to then, and since they have a heavy role on Economics, that sounds like another economic change!!!
So to sum it up you want:
Only Tiberium spikes, MARV, and Harvesters ver1.00 economic
and to leave everything else with ver1.02 changes
The Harvesters have more HP in ver 1.02 though, so you want it to be changed as well or to leave it as it is and just change the price and build time?
About the Harvesters HP, Well, I think it wouldn't change much, with higher HP they still die too fast, so I don't think it'll change that much, so I'll leave that one for you to decide :p
Sorry for the delay Mihzvol, I have some sudden issues with my PC hardware so I didn't was focus on the modding.
I will let you know when the mod will be released
OK this will be your last chance to tell me what you want before I will upload the mod
Looking at old replies you kind of mixed thing for me xD
So I will note all what I going to change, Please tell me if something is missing:
You want me to change:
Tiberium spikes to give incomes like in ver 1.00
Left Refineries like they where in v1.02
Radius like in ver 1.00
MARV incomes like in ver 1.00
Harvesters cost to be like 1.00
To left EVERYTHING else from version 1.02 untouched
(Units damages, armor, all the rest of the changes I done in KWC (please look in the change log and tell me If you spot anything that you want untouched or changed and tell me exactly what you want me to change so I won't make any mistakes)
Yes, that's pretty much like it, you got it all right this time!!!
And man, thanks for making this game the best ever!!!
No problem mate :)
I upload the mod and it await authorization, it can take a couple of days (usually just one day)
But here the link just in case
Moddb.com
it probably won't work to you until it will be authorized though.
If I miss something feel free to tell me and I will re-release ver2
Also feel free to look on my Unofficial Patch 1.04 project here :)
Moddb.com
You can give your ideas there as well and I may add them to the patch/mod
Ouch man, reading your 1.04 description ringed a bell in my mind, after reading about Overlord's Wrath, I thought "I mostly use it near my base so I can have another tiberium field, 'cuz Ichor Seed is pretty much useless"...
Really, 1k credits for that small field is pointless, Even Nod's Seed Tiberium is 2x better, at half the cost...
Well, it doesn't matter, Scrin already has a lot more tiberium than the other factions, and the mod's already done, but on your mod you should increase it a bit, or lower the price to match Nod's seed...
Umm I don't sure what you meant there
I already increased both Nod's seed and all scrin's Ichors to give more tiberium :o
so why you acted as if I decreased it? :3
Not you, EA, Nod's Seed is decent, but Scrin Seed is crap, it ****** me off to use it and get almost nothing in return, but still, I use it along with overlord's wrath to boost my economy, since OW does none to very small damage...
It was just a rambling, nothing to do with your mod at all hahah, sorry for that
It fine :]
By the way the OW done really big damage in ver 1.00
it was the strongest support power in the game in terms of damage (it was the strongest SP before the super weapon)
patch 1.01 decrease it's damage dramatically and made it as it is today...
I moved it damage back to ver 1.00 in both KWC and UOP 1.04
Yes, this new damage is useless, will destroy only tier 1 units, maybe some tier 2, using against enemy structures is simply useless, When I'm fighting against Scrin, I usually thanks for then using it on me ahahha...
BTW I was playing the mod yesterday, worked like a charm, you just made my day!!
Glad you like it :]
I'm now focusing on OUP 1.04
So if you have any idea or think that something should be change feel free to commit there and let me know (though I won't promise I will change it right away or at all, it mostly depend on the people's commits but not a lot commit there so far :o )
I also can't promise that I will be able to make these ideas to come true but I will do my best ;)
Hi, is there a way to get the mothership's catalyst cannon's effect through a wormhole?