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No, it does not include things from CnC4, but future versions might include some of the few good assets of the game.
One Vision Collides with 1.03 and creates some really, really nasty bugs or missing content. Same applies to modded maps with patch 1.3.
The effect of passives are written on the buttom of the description box.
Signal Transmitter: Units are created 33% faster
Tiberium Purification Facility: Tiberium is worth 15% more
Space Uplink Command: 25% more vision and 10% more damage
And could you send me a screenshot of those glitched cultists?
yeah, as deathkitty said, it will be in the next version.
I aim for a release in this month, so it's not too long of a wait ;)
you sure it is a problem with WrathEd? I just saw a good video installation guide, maybe this can help you: Youtube.com
If it still doesn't work, just contact me via PM.
for the people having problems installing One Vision, here is a video guide which explains it step by step: Youtube.com
It's currently not one of my top priorities. I have some special things planned and I think it will need a lot of tweaking and playtesting to see how it actually works out (but the visuals are more or less finished).
I have other things planned for mok which I believe to have a more significant impact, however I'm not sure if I should be working on the next release for another few months or just polish what I've done so far and put it online.
Since the Traveler-59 Ravager is an anti armor unit and is called "Agonizer", I made this to make the difference visible.
Btw. also note the stealthed units near the Storm Column and the slightly different colour for Corruptors ;)
They will have the "Obelisk of Darkness", however they won't be able to shoot at aircraft. I've considered this for a long time and while I think it would be okay (and cool!) against GDI and Nod, I'm afraid that this is far too strong against Scrin.
Judging by the new trailer, it almost looks like somebody seriously messed stuff up with the time machine again ^^
I think it is more difficult to get in and because everything is written in xmls rather than inis it can be quite intimmidating to other cnc games.
The most difficult part is the learning experience where you need to find out how exactly everything works together, once you managed to graps this, it's very straight forward. However, you will need some dedication.
I'm already not sure about the role of walls in One Vision and I'm even less sure about gates...
Sure it would be a nice feature to have, but don't forget that some factions got a full building queue already.
EA basically broke the AI once they made KW...
I've noticed it a lot of times already too, but I'm afraid that I can't do anything to stop that :/
I hope to be able to fix this issue once WrathEd 2.0 has been released (better modding tools, yay).
hehe. I am a far too boring person to do that ^^
Sorry, I am very busy with my studies and haven't had a look at One Vision for a month. Fortunately, my last exam will be tomorrow.
So, I will write you a PM on tuesday ASAP, okay? Sorry for letting you hang in there without help!
no cnc mod so far made it far when they decided that they'd go for a different engine. You can only make cnc type of games/mods with cnc engines.
sorry man. I have a big exam on tuesday and don't know that I'm currently able to really find the time to see into your issue. However, you could try to contact Bibber on moddb, he's the maker of the mod launcher and know his stuff better than I do ^^
alright. The comment section is a bit uncomfortable to talk about such matters. I will contact you via pm later this day or tomorrow to see what I can do.
sorry for the delay. I'm currently very busy with my studies and dont have much time for mod related issues...
Do you have the latest mod launcher and what version of Kane's Wrath are you running? Steam, Origin or the original retail version?
sadly not. The way the modding tools work I would need to change every infantry unit (and im not doing that for all 6 human factions :P) and on top of that I can't make animations.
I don't know and I'm not even sure if I may answer this question on moddb.
if I think about it, it's tempting not to write this into the ingame type description :P
I have yet to decide whether they can clear garrisons or not.
In my current WIP version, they "partially" clear garrisons, meaning that multiple shots are needed to clear a garrison.
If the equivalent to the Grenadier Squad is a Black Hand unit, you can compare Desolators more to the Sniper Team.
Desolators deal sniper damage and cannot attack structures. Another obvious drawback is that they need T4 and they are rather slow.
In fact, I think Black Hands are a great complement to Desolators because of their strong anti structure attack.
The Desolator is more like a "premium" infantry unit when it comes to infantry fights, since the sniper damage excels in killing enemy anti infantry infantry units such as: Ravagers, Grenadiers, Black Hands or Awakened.
Also the radioactive fields created from the Desolator's shots can harm own infantry units too.
Btw. I also completely remade the stats of Black Hands.
thanks for the reply.
Yeah, I think I can see what your starting ideas where and how it branched off. I had a similar idea once, but that was a mod for a fps game (needless to say that it was way less sophisticated).
I'm kinda jealous I don't have the talent for 3d moddeling to create such stuff :P
Nonetheless, I'm excited to see what's coming next!
Hey Mevitar, I'm a modder by myself and I love your work. This proves of a lot of creativity in both gameplay and design.
I wonder, what is your guide line for this mod and where did you get the ideas for all of its content?
for further questions please make use of the forums, okay? ^^
It's much more convenient.
There is a patch 1.9 for KW? Sure you don't confuse it with Tiberium Wars?
Just use 1.02 as anything else (like 1.02+) will make problems.
I'm aware of the issue with the AI. I'm currently using a stable but old version of WrathEd (modding tools). I can change neither the AI nor Global Conquest with the version I currently have.
This might change in the future, but for the next version I will still be using the current version (never change a running system, it will only cause bugs and problems).
Fortunately, the AI is programmed well enough to dynamically make use of all units it can build. I'm not sure if it is even possible to let it make use of special abilities, though.
Yeah, I frequently hear that people don't like mutants ^^
But I think that this is a necessary unit as well.
I think your idea with RRF using transports without the airfield sounds cool.
However, having this from the start would be unfair. I think I will incorporate it into the ox transport upgrade to make it a bit more useful, I feel like it is only "nice to have" at this moment anyway.
I want to change ZOCOM a little bit in the future anyway, but at the moment I want to focus on other factions who are not so advanced such as Renegade.
And Firestorm Trooper are about 50% stronger than Zone Troopers upgraded with their Auto Injector upgrade (forgot it's name). However, I think this unit will slightly change in the next version.
yeah, I think I should really do that... I just hate making so many small little changes ^^
But I think it's about time to actually implement that.
thanks for reporting, it will be fixed in the next version.