Expanded Wars 2: Nightfall adds our three new factions from EW1(C&C ZH) to C&C 3, and adds more to the current factions.

Description

It is now time commander... to enlist the power of the Red Star Army!

Preview
Expanded Wars 2: The Wrath Of The RSA
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MogenarZ
MogenarZ - - 355 comments

This is definitely one of the more unique mods I've come across, well done! My main suggestion would be to add a deployable Outpostish type unit for the RSA. Also, the GFA superweapon doesn't seem to work.

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Phantom139 Author
Phantom139 - - 223 comments

I'll consider that for the next release, I'll check into the GFA superweapon.

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MogenarZ
MogenarZ - - 355 comments

Hmm...unlike the GFA superweapon, the RSA superweapon has a timer, but can't be fired. Other than that, everything works pretty well.

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Phantom139 Author
Phantom139 - - 223 comments

Um, please check that properly, I just played the GFA earlier today, and it worked fine...

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MogenarZ
MogenarZ - - 355 comments

Alright, that was really my bad...both superweapons work. That was my misinterpretation of the icons...my apologies.

Still, I'll try to be useful, since I understand that modders greatly benefit from feedback. First of all, there's one thing I'm pretty sure is a bug; the RSA and GFA units don't seem to gain experience and level up. That's not entirely necessary, but it would help to balance out the factions a little bit. Most of the rest of the stuff I noticed, though, is minor. For example, the RSA Railgun Assault Carrier heals at a Factory rather than their version of an Airfield, again, minor, but that's something that can be fixed fairly quickly. I'd also, just personally, recommend giving more support powers to the new factions, but that's certainly not something that need be added right away.

One thing I noticed in terms of units is that the GFA don't have an artillery unit. I'm not sure if that's something that was missed or simply a design choice. Also, in relation to unit design, the GFA and RSA standard infantry aren't terrible, but they fire slowly. It makes it quite difficult for them to bring down Engineers and, more importantly, it makes them less effective against a potential Disintegrator spam. Which the AI does a lot, and I know it's a tactic used by other people.

Other than that, pretty good so far. Again, my apologies about the superweapon interpretation. Although I may not be the only one...if you want, I can make some icons for the mod, I'm decent with Photoshop for such a purpose.

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Phantom139 Author
Phantom139 - - 223 comments

sure, and as previously mentioned, I'll look into all bugs, or possible errors, when I return to this project in a few weeks.

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Tehkrad
Tehkrad - - 118 comments

;O thanks for the source code ganna check it out later

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Phantom139 Author
Phantom139 - - 223 comments

no problem, as mentioned the source code is there to learn from, just credit me if you plan on using it a mod that is going to be publicly released.

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AirCommander341
AirCommander341 - - 2 comments

I have a problem don't know if i have done something wrong it's just that
when i try to do a skirmish the AI don't fight back they just have the starting base and that is it anybody help me?

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Phantom139 Author
Phantom139 - - 223 comments

you can't use the new factions for AI.

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Gordon_Frohman
Gordon_Frohman - - 440 comments

WHY WHY WHY DID THIS HAVE TO BE A .ZIP FILE???

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Cabal/Legion
Cabal/Legion - - 628 comments

hi there guys. ive just tried this mod for the first time and so far its really cool! Phantom you did really great!

i had a go with the GFA super weapon and its really good! keep it up!

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