Remember the good old times when Kane's Wrath was more flowing game before patch 1.01 ruin it?
the times when we cold play it without hearing "insufficient funds" every half minute and see how our units, upgrades, and support powers didn't felt so weak to the point we ask ourselves "why we even spend so much time and money on them in the first place?"
And above all having smart A.I. that don't falling apart?
Kane's Wrath Classic aiming to fix that! bringing back to most of the normal and well known C&C balances and gameplay to how it was in version 1.00 just like how any sane C&C have been
With the bugfixs, out of syncs fix, And the ability to play online again :D!
As C&C player I really like the red alert, tibirum, and generals universe, even when they all different they still had certain things that made C&C players feel at home such as the building cost,
in every C&C game till now the refinery and harvester for example cost 2000$ and 1400$
which effected the flow of the startup of the game
tibirum wars didn't was that different and so Kane's wrath that came after it ( still had the same costs),
I played Kane's wrath online when it was out for almost a year (If I recall right) and then C&C developers team which saw the game as some sort of tournament (Well in extreme way) decided to change the rules with patch 1.01, the patch fix many bugs and issues but in the cost of changing the entire balance the players knew to something else.
while they tried to stop things from being "overpowered" which didn't were in many player opinion, they made most of the strongest special abilities, units, and upgrades weak to the point that players didn't used them at all, they even tried to stop rushers by changing the refineries and harvesters building costs and time but rushers still could rush as they please... it just hurt the players and the flow of the game instead, making money to become even more rare than it was and stop players from using their favorite tactics, the patch force players to try different tactics and limit them especially when it come to funds and power
Then came patch 1.02 which fix few things and made the game again A bit more playable for players who love classic C&C gameplay but still didn't fix most of the balances that 1.01 ruin.
the issue was? that if players want to play online or want to have the out of syncs fixs they were force to use the last patch...
I agree that some changes were alright (Few players choose GDI armies before the patch since they were good but not powerful as the other factions were and you could mostly found pros or players that wanted challenge who used them)
But some changes just were failed attempt that Tried to fix things and end up forcing players to play completely different and even kill some tactics and the A.I which seem to be left untouched since version 1.00 (which is bad if you suddenly change the entire game rules) and now act way less smarter than how it should act.
Any tactic in KW had good counter and didn't was too much over powered for players who knew the rules and Kane's Wrath Classic aiming to change that to the way it was with only a bit of stuff that I may decide to left untouched (such as the GDI's armies which now can give a good fight even with new player)
I present to you the MCV! :D
Ohh wait... we talking here about Kane's wrath... not Red Alert
Today I finally released Kane's Wrath Classic 1.00
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!
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.
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!
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!
Inside look and status report, this time on Scrin factions Scrin's sub factions had potential to be more extreme in their styles of power and speed, With...
Here's my Command & Conquer 3 Kane's Wrath Unofficial Patch 1.04 BETA 0.2 change log so far
Added tutorial that show how you can play Kane's Wrath mods in Garena or Gameranger
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I present to you the "Kane's wrath Classic Harvesters and Spikes Edition" Harvesters and Spikes Edition basically only change the Harvesters, Tiberium...
I present to you the "Money and Radius Edition" this Edition only change the refineries and harvesters and the building Radius to how it was in ver 1.00...
For now here the Refineries and Harvesters Edition which only move the cost, build time, and refund value to how they were in ver 1.00 without touching...
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