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Sorry, the file has been removed from moddb but you can download a brand new version from the creator's website: Bibber.eu
There is a way that works everytime but it is not that easy. First, go to your Kane's Wrath folder an right-click "CNC3EP1_english_1.2.SkuDef". Click "open with" and choose Editor.
There you add this on top of the file:
add-search-path C:\Users\*\Documents\Command & Conquer 3 Kane's Wrath\Maps\
add-search-path C:\Users\*\Documents\WrathEd\Mod Launcher\Kane's Wrath\Mod\
add-config C:\Users\*\Documents\Command & Conquer 3 Kane's Wrath\Mods\One Vision\One Vision_0.7.skudef
Replace the * with your user name.
This is odd but it seems like a part of the mod is not loaded. Can you have a look at your mod folder? There you should see Skudef, Misc and Streams.
Skudef tells what to load, Misc contains language and writigns (faction renames) and streams contains 99% of the mod.
If you have all three inside your folder, could you try to redownload the mod? Maybe your download was corrupted.
Well, I haven't had a look at the changelog of 1.02+ to know all the issues, but everything I know about and stuff people reported is fixed.
let us better try to solve this via pm, here is only limited space
do you start the mod launcher as administrator?
this is odd, I just made a few additional test matches against the AI and everything worked. Was it on a custom map, maybe?
I don't know exactly, but the mod was not designed to work together with 1.02+ and even if both mods would be launched the result would probably only cause errors.
However, many bugs have been fixed in One Vision, if there are still bugs present, please let me know.
Actually, it is a completely different model for the Titan done by Golan. This model doesn't have an upgraded weapon part but you can easily distinguish the Grey Wolf from normal Titans ingame.
What is exactly the problem? Doesn't the modlauncher start or can't it find the mod?
Also, there is an alternative way described in the textfile which starts the mod as shortcut, did you try that already?
I am curious to see how this will work out, I think it's a logical step but the shp doesn't look that crisp and in-line with the other structures.
nope, you gotta play version 0.7 yourself to discover that.
But it's not taking much longer ;)
But I can tell that the Corruptive Systems Upgrade is no longer a researchable upgrade.
it's a recolored Scrin repair drone xD
But I think it looks nice :)
Quake 4, me gusta.
when can be expect to see ingame footage?
I took a lot of thought for giving the MoK Avatar the best names but decided to rename Avatar to Myrmidon, as you suggeted.
However, as it is a Greek Temple Guard I took a different direction and chose 3 ancient deities as upgrade names, which are: Anuket (Aegypt), Erebus (Greek) and Aurora (Roman).
if you decrease the time, your Hexapod will teleport more often.
Just saying xD
Yes, "Invader fighters" benefit as well, but it's really not too much.
are you using KW via steam/origin or the CnC collection? Those cases are known to cause troubles.
I was about to do that but if I did so, the new version would never be ready :P
But a different status update will come very soon.
I expect it to be within the next 2 weeks, most stuff is done, but a lot of polishing, bugfinding and minor things are still left.
Originally my idea was indeed to make different buildable mutants, however I cannot do that because of modding limitations. See, every code in KW can belong to a certain "stream". About 98% of the relevant code is saved in the "Static" stream, which is the part that can be modded.
However, the Mutant Hovels (and things like Tiberium Spikes) are saved in the "Worldbuilder" stream, which is one I have no access to. I simply can't mod the mutant hovel with the tools I'm having.
I also completely remade the whole infantry part of Steel Talons and gameplay/lore wise, I simply wanted something differently. In Tiberian Sun, GDI has some mutants as well and I wanted to make a different starting unit for ST.
now THAT looks mean.
I just updated the description of the mod, for those who about wonder the lack of new content. The old one simply didn't do it anymore and was quite minimalistic.
omg, this looks like a face xD
The entrance is the mouth, the lights are the eyes and the white walls are the cheecks. But great model nonetheless, especially the foundation blends in nicely with the model and the surroundings.
actually, I did think about it xD
"Depleted Tiberium" that kills infantry fast, can recharge tiberium based weapons but doesnt generate income. Unlike Ichor
Seed it has a faster recharge rate and costs less. But its not high on my priority list.
great model for a classic structure. But I would slighly rework its fundament.
The laser looks really crisp, this is not the stock CnC3 one, right?
thanks ^^, sadly there are no plans to add some damage over time. I did think about it too but BH already got a damage + damage over time weapon when upgrading "Consecrated Shells" (basically a Thermite shells upgrade for Specters and Scorpions).
Also, gameplay wise Aggressors and Bikes really need instant damage because they need to overwealm their targets so they cannot shoot back. Damage over time excels with a units having great range or much health. That's why Specters and Scorps got it.
I admit, it looks quite like a bit flashy, but I wanted it to be visible ^^
Ingame, affected buildings have a slow pulsating shine. What you see is only the moment when the tint reaches its maximum.
Death is my meat. Terror my wine.
Finally a group of my taste.