Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.

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One Vision 0.7 bug report and thoughts (Games : Command & Conquer 3: Kane's Wrath : Mods : One Vision : Forum : Bug reports : One Vision 0.7 bug report and thoughts) Locked
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Jun 3 2014 Anchor

Steel talons
-Firestormtroopers and commando great additions to steel talons
-work well in apcs escorted by slingshots
- in my opinion should have kept the steel talon rifleman and put the mutant mercs in place of the sniper slot (for fans of the dig in ability).

RRF
-RRF plays great feels really fast and flexible

MOK
-MOK obolisk of light text description displaying strange, (stretched out and enlarged)
-tibsprayer on the myrmidon seemed kind of underwhelming visually and somewhat underpowered damage wise
-myrmidon itself is very cool, could use unique icons for the different upgrades
-nice faction skins

Renegades
-renegades missing explosive trap upgrade for buggies, flametanks
-ren missing word of kane upgrade/ word of kane upgrade still present on reckoners
-ren missing description flametank
-cloaking power didn't detonate nuke truck, neither did stealth field.

Black Hand
-maybe add carryall ability to engineer (example: to capture the tibspikes on that one map (siberia?))
-possibly other infantry as well, might be overpowered but perhaps not (maybe restrict it away from commando as they have reckoners)
-maybe add carryall ability to emissary?
-excellent idea with prophets blessing for carryall and nightshade Armour
-nice reskin on the apostates picture
-all and all a great job adding variety to the blackhand faction

ZOCOM
-red arrow repair ability description
-change to read repair allied structure or simply "partially repair structure" something to that effect
-maybe have red arrow ability also affect neutral structure, I have a thing about repairing damaged civilian buildings
-echo-trooper added by echo division upgrade is not immune to tiberium fields.
-great improvement on the red arrow from the previous version by the way.

Traveler
-outpost can deploy without needing warfactory
-might want to clarify that the storm column stealth field only affects nearby units and not structures,
-stealth field on storm column very well suited for hiding cultists to ambush opponent.
-mindbreaker swarm and cultists work great together, mindbreakers handle enemy inf chasing cultists.

Reaper
-outpost can deploy without needing warfactory
-devouror tank that is mutated glitches into a mechaped segment (behavior and health wise)
-mechaped missing unit description in portrait

Messenger
-outpost can deploy without needing warfactory
-like the new beam effect

Jun 4 2014 Anchor

Thanks for the feedback and your opinion :)
Renegades: That's odd, I don't get these errors and I just downloaded it from the download page. The Explosive Traps Upgrade is resarched in the Operations Center and so is word of Kane. I have descriptions for Renegade Flametanks and it is only the cloak field special power that detonates nuke trucks. Can you re download and check those things just to make sure? Maybe your download was corrupted?
BH: Yeah, I realized too late that I did not implement that for infantry.

Scrins: What do you mean with outposts don't need a warfactory?

Traveler-59: What's the problem with "Upgrades all Storm Columns with a medium sized cloaking. Aircraft and buildings are not affected"? ^^
ZOCOM: Neutral sturcture repair? Cool idea, sure thing.

Edit: I left some things out because I wanted to focus on the bugs you mentioned first, but I could not reproduce them. Are you still having them? That's very odd from my side of view.

ST: I knew that some wouldn't be truely satisified with the Mutants as starting units, but in terms of gameplay I couldn't find a place for both. I wanted to give ST a good infantry force that deals great damage without defensive capabilities (missing composite armor, no heals and no bunkers). And with exception of GDI and Messenger/Traveler every side got a unique starting unit. I wanted to have the same for Steel Talons and was convined that this was the best way to go.

MoK: Yeah, I wanted to give individual icons, but I suck at making them from scratch ^^. I also don't know what to take that could be altered so you can immediately see what it does. Thanks for pointing out the Obelisk thing, will be corrected in the next version.
I will think about what I could do to the tib sprayer. I found it great against infantry and garrisons.

ZOCOM: Thanks again for pointing out the thing with Echo Troopers, corrected in the next version.

Jul 21 2014 Anchor

Here's another bug report:

NOD
---
Guerilla Warfare
- isn't applied to militants or Scorpian Tanks
- (Might be because I have lower visual settings, I don't notice a difference between the upgrade applied and not applied)
- Should add an "and" in the description:
- "Stealths all militants and non-moving Scorpian tanks"

Dawn Bringer Device
- Nuke Artillery sound from ZH
- Can't force attack

Voice of Kane
- Shows Stealth Radius when clicked on
- Description says only 1 voice of kane allowed

Reckoner
- Probably should show area of effect for the Voice of Kane upgrade

Stealth Tank Ambush
- Icon is a little dark

Combat Drugs
- "drugsto" should have a space in the description.

Black Hand
----------
Specter
- Can't cancel out of siege bombardment

Night Shard Plating
- Updgrade icon not visible on Rocket Indoctrinate

Scorpian Tank
- Pre upgraded Dozer Blades

Siege Cadre
- Force Fire doesn't work, works when unit is moving though, and
- that is still buggy

Black Disciples
- In description, Militant doesn't exist in this faction, although this upgrade is applied to Rocket Indoctrinate

Redeemer
- Normal flame with Purifying Flame upgrade
- Charged Particle Beam upgrade not applied

Prophets Blessing
- Doesn't affect:
- - Flame Tank
- - Reckoner
- - Purifier

Marked of Kane
--------------
Laser Matrix
- "Awakened" -> "Myrmidon"

Vinifera Tiberium Formula
- "Militants" should be "Tiberium Troopers"
-
Air Field
- severely damaged Tiberium Trooper comes out of building when
sold at full health

Redeemer
- Tiberium Trooper doesn't hold its upgrade
- The Awakened doesn't hold its upgrade

Myrmidon
- Need way to identify upgrade, both on model and in gui

The Awakened Horde better fits this faction in my opinion.

Messenger-8
-----------
Blink Packs
- Think this might be wrong faction upgrade
- Only the Shock Trooper gets upgraded

Orbital Ion Storm
- In the description, the "Create" should be plural

Storm Columns
- Do not have Ionizing Hull upgrade pic

Buzzer Hive
- Has uncombine buzzers button

Ionizing Hull
- Also affects enemy & civilian buildings

Reaper-17
---------
War Factory
- Creates Aircraft Queue

Lightning Spike
- Has Ionizing Hull upgrade pic

Overlord's Wrath
- "astroid" should be plural

Repair Drone Stash
- no range indicator

Mothership
- Darn, doesn't mutate :(

Mutation System
- Can target buildings
- Veterency isnt' carried over
- Hexapod occupants are removed
- "Process kills infantry" -> "Process removes all infantry from unit"


-----------
Still need to look at all GDI Factions and Traveler-59, but I figured this would be a good starting place.

Here's the rest of them.

Traveler-59
-----------
Lurker Fields
- Isn't applied to existing units on field

Lightning Spike
- Has Iionizing Hull upgrade icon

Icho Agglutinogen
- Nerve center might be a better place for this, since it really doesn't effect the infantry at all

Traveler-59 Intelligence Update
- Might want to double check the vision radius of Disintegrators after upgrade, might not be applied to units on the field

Agonizer
- Upgrade icons not visible before Lurker Fields is applied, and won't update existing units

Advance Teleport Sets
- Would teleport radias be feasible?
- Seekers could also have a delay before use

GDI
---
I don't see anything wrong with these guys, good job!

Steel Talons
------------
Wolverine
- Feels more natural next to titan

Grey Wolf
- Left foot missing "toes" on model
- Uses NOD radius indicator
- "Boosts surrounding allied troops" -> "Boosts moral of nearby troops"

Firestorm Trooper
- Inject Stimpack
- - "Incrases" -> "Increases"

Mutant Mercenary
- Keep the stats, but should be left with the hovel
- keeping the standard infantry should be fine for now

ZOCOM
-----
Echo-Division upgrade
- "Riflesolider Squad" -> "Rifle Squad"
-
Tiberium Field Suits Upgrade
- Also upgrades the Sniper, which isn't in the description
- Sharpshooter Team deploys different sniper unit

Sonic Shell Upgrade
- The shells do not wait for barrel of affected units to be pointing towards the target

Slingshot
- Is it possible to simply drop the sensor pod?

Power Packs
- Description is missing that this also effects the Red Arrow

Tungsten Shell Upgrade
- Doesn't affect the Gun Towers Visually

Sensor Pod
- Selectable with group select

Zone Raider vs Echo Trooper
- Can't really tell the difference between the two

Edited by: NoremacSkich

Aug 6 2014 Anchor

Wow, that was quite a lot. Thanks for the input, I'm already working on fixing the mentioned bugs.

But I have some questions in return, for example what's the problem with Nightshard Plating? Everything seems working to me.

Also Prophet's Blessing is one on purpose. You cannot transport Rigs and Mammoth Tanks with Ox Transports either, right?
I don't want to upgrade Epic units, they are already strong enough. In fact, in normal KW it doesn't get upgrades as well
As a side note, I cannot change the GUI picture via upgrade....
And the "create" in Orital ion storm is no typing error :P

When it comes to the mutation system, it will be completely different in the next version.

And regarding telesets, I think a range showing decal would only distract when you have many units at once.

Oh and I will never go back to normal Riflemen for Steel Talons :P

I think it's aneat idea for the Slingshot to simply drop the sensor pod, but this way you couldn't stick it to units which is worth a fortune when used right
Anyway, thanks for your observation and effort to write it down :)

Aug 21 2014 Anchor

Weird, the Night Shard upgrade is working for me now . . . Then again I am using a different map.

I was using the Unfair Advantage map to check these units.

As for the telesets, a couple of the Black Hand units use it, the Purifier and the Black Hand use it. There are a couple of other units from other factions that do the same thing I believe.

Also I started another post on the basic Rifleman for the Steel Talons in the Suggestions forum.

Sep 16 2014 Anchor

Just 2 new bugs that haven't been mentioned.

Black Hand
-Scorpion Tanks have Dozer Blades on the models before research, but the blades don't work at all. More seriously, having researched Dozer Blades in BH Operation Center does not change the model NOR enable the BH Scorpion Tanks to crush heavy infantries. So BH Scorpion Tanks will be unable to clear mines nor crush infantries like Black Hand Squads throughout any game, while Renegade Scorpion Tanks work perfectly fine after research.

RRF
-Bulldogs cannot be promoted to Heroic stage no matter how many enemies they have killed. They can get Veteran and Elite stages fine, but just not Heroic stage. I tried to use a single Bulldog to clear an entire Brutal AI base (most tech buildings and few infantries included, which should be worth more than $20000), but it just stuck in Elite stage. This problem occurred on most maps that I tried and AP Rounds upgrade did not affect it.

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