The community Mod SDK for Kane's Wrath. Also contains a viewer for packed and compiled files.

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8 comments by Megumi on Aug 22nd, 2012

As with one of the latest version we created a fork to work on a completely new engine to drive the Mod SDK. WrathEd 0.x and 1.x was still pretty much experimental and was built for easy extensibility of the game definitions per xml.
2.x will feature a new attempt which should result in lower loading and compile times. Some of the algorithms have been rewritten to speed up loading of original game files, which were also implemented in the latest public version and made these actions 10 to 50 percent faster, depending on machine and file.
For 2.x I also added better configuration files that allows for much easier customization of settings. The user can now select where WrathEd should save the files it creates instead of dumping them into Documents\WrathEd. In addition a log will finally be implemented that gives better overview in case of an error. Error messages themselves will be trimmed down so the user just gets shown what he needs to know, everything else will be in the log. Another feature that was heavily missed in older versions were hot keys. These are now fully integrated.

In addition to all these changes we are currently focusing our efforts to create the first real Apt Editor to create custom screens more easily in an environment that also gives you a preview. It will also feature the scripting used. Though it will be a low level variant at first we will try to implement an editor that shows you the high level action script and gives you the ability to also write new script in that high level language.

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Global Conquest - Secondary Objectives Disabler

Global Conquest - Secondary Objectives Disabler

Nov 25, 2009 Patch 33 comments

Disables the secondary objectives in the Global Conquest game mode.

Post comment Comments  (0 - 10 of 436)
someguy55
someguy55 Sep 26 2014, 12:49am says:

How can I edit the default strike forces of GC?

+1 vote     reply to comment
someguy55
someguy55 Sep 8 2014, 12:53pm says:

Bugs in WE1.08
-compiled refineries do not have their harvesters initially return to dock after harvesting
-banner carriers do not appear on top of garrisoned buildings
-wolverine APammo tracer is bugged
-compiled nod commando's lasers are invisible
-compiled attribute modifiers of weapons do not work

+1 vote     reply to comment
Bibber
Bibber Sep 8 2014, 4:24pm replied:

Don't use 1.08. It has been removed here because it is too buggy.

+1 vote     reply to comment
someguy55
someguy55 Sep 8 2014, 5:05pm replied:

Is there a newer/better version?
with a download link?

+1 vote     reply to comment
Bibber
Bibber Sep 8 2014, 5:55pm replied: +2 votes     reply to comment
Dude
Dude Sep 23 2014, 2:24pm replied:

Thank you very much! :)

+1 vote     reply to comment
someguy55
someguy55 Aug 30 2014, 11:20am says:

How can I use worldbuilder stream assets?
I tired making a Worldbuilder subfolder in the Data folder, but ingame the model is still invisible

+1 vote     reply to comment
Megumi
Megumi Sep 1 2014, 4:16pm replied:

Stuff in the worldbuilder stream is loaded only on a per map basis. If the map doesn't reference it it wont show up.

+1 vote     reply to comment
someguy55
someguy55 Sep 8 2014, 12:49pm replied:

Would WE2.0 allow the Worldbuilder stream assets to be used in a non-per map basis?

+1 vote     reply to comment
Palanduss
Palanduss Aug 28 2014, 10:43am replied:

Me (Double Facepalm). Deleting those two files did it. Thank you, Megumi!

+1 vote     reply to comment
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Released Dec 31, 2011
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A gateway to infinite possibility.

Mar 3 2012, 11:20pm by Lionheart2

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