Final Version 1.71:
KW Reloaded 1.71 Final

Old Version 1.5:
KW Reloaded 1.5

Old Version 0.75: Gamefront.com
For source codes, art packs and other KW mods, go here: Forums.cncnz.com

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Updated 5-31-2013


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Smoke Grenade Zone Predator Tank The return of fake structures
Blog RSS Feed Report abuse Latest News: The final version of KW Reloaded released

8 comments by PurpleGaga27 on May 9th, 2013

I hereby declared to announce that I am releasing the final version of KW Reloaded as version 1.7. Alongside with the last mod release, I am also releasing the source code of the content that I have done so far so you guys can make your own mods.

Epic Units Review The return of fake structures

I know there are some remaining issues left in this mod, but this is as far as I can go. Unfortunately with all the testing and experimenting for some time, it's sad to tell you that the skirmish AI and the Giga-Fortress (as the 10th epic unit) won't be in version 1.7. Some of the other content that I am working on (such as new SP and MP maps) have been cancelled until further notice. With this last release, I hereby declaring to retire from C&C modding altogether (since I am tired of modding) and go on with a new life. I highly recommend reading the PDF readme before extracting and playing the mod. Any further questions involving this mod, you can PM Fellyne, INtense!, Bibber or some other C&C modder for some help.

Last version 1.71:
KW Reloaded 1.71 Final

Old Version 1.7:
KW Reloaded 1.7

Here are the final changes of KW Reloaded 1.71:
• Fixed an issue that a Mastodon cannot be seen in-game due to missing art files.
• Removed the mine layer ability for the Steel Talons MRT. It was unnecessary.
• Custom in-game music is now at a high quality of 320bps.

Here are the other changes of KW Reloaded 1.7:

Global fixes:
• Fixed an issue where built aircraft with unlimited ammo cannot go to a rally point from an aircraft structure.
• Fixed an issue that Emissaries cannot be built in Black Hand/Marked of Kane War Factory and/or Redeemer Engineering Facility.
• Fixed tracer guns visibility for Wolverine and Scrapbus due to a change of a new weapon template, enough to see more than one tracer gun fire.
• Fixed an issue that a Rocket Bunker does not show a Quad Turret even if upgraded.
• Fixed an issue that Hardpoints upgrade does not work with newly built Orcas and Zone Orcas.
• Fixed an issue that the Firehawk does not start with its default weapon, but the issue remains for Hardpoints that do not work with newly built Firehawks even when upgraded (regardless of select weapon load).
• Fixed Defiler’s attacking animation but its moving animation issue remains.
• Fixed some portrait icons that were oversized since the last release.

Global Changes:
• Added Service Depot to all GDI and NOD factions. Requires War Factory to be built and only one unit can be placed in a service depot at a time for repair (takes several seconds).
• Added Orca Bomber for GAF and Steel Talons factions. Requires Tech Center to be built.
• Added Underminer for the Marked of Kane faction. It can set mines, attack with mines and repair units. Requires Operations Center to be built.
• Added Smoke Grenade ability to the Riflemen Squad. Applies to all GDI factions. Smoke may or may not be seen.
• In-game music mentioned in the last release is now added to the final version but in low 128 kbps quality.
• Units that fire prematurely before turret changes to the correct position has been fixed with a pre-fire delay on their weapon(s).
• Sorted order of building MCVs, Surveyors, Emissaries and Explorers to the very end of every vehicle building tab, except tier-4 war factories.
• Structures in Logic Command Set that did not previously have Toggle Power, Self Repair and Sell commands have been added in to all factions.
• MOK Vertigo model is replaced by the C&C4 model. Ability and attacking remains the same.
• ZOCOM can now build a Tiberium Field just like the GDI.
• ZOCOM Predator Tank can now use the HEAT ability (effectively against armored vehicles) and now has a Rocket Pod upgrade (which increases damage).
• GDI can now build fake structures (requires fake crane to be built and fake crane requires the original crane to be built at a cost of 500 in 10 seconds and a limit of one on the field). Those fake structures shall cost 100 in 5 seconds and they pertain to do nothing but stand as decoys with low health. Armory, Power Plant, Refinery, Reclamation Hub and other defensive structures are excluded.
• Reduced the upgrade bonuses of Vehicle Bombardment, Offensive Maneuvers and Boosted Power.
• Kane, Mastermind, Prodigy and Cultists can no longer use mind control on epic units and now GAF defenses.
• Tiberium Agitation now applies to all sub-faction units and structures with Tiberium in which were not listed.
• Removed the building limit on any aircraft unit that requires ammo to be refueled at an Airfield, Hangar or Gravity Stabilizer. There is a bug where you can build unlimited aircraft in one turn even though the limit of placing units with reloadable ammo on an aircraft structure is four.
• Cyborg Commando usage of C4s now only applies to structures but not units. (there's an issue somehow that he can use the plasma cannon on structures instead of C4s)
• Cultists finally get their own mind control weapon, and now gets five cultists in a squad. They cannot use mind control on structures, aircraft and epic units. Cost reduced to 1200/15 and still requires Technology Assembler.
• Reaper-17 and Traveler-59 Corrupters can now lay mines.
• Some locomotor, armor and weapon codings have been changed to some units used from KW Patch 1.02+ as part of the enhancement. The following changes are also from KW Patch 1.02+:
-- Shadow Squad attack bugs fixed. Glider landing will start at a range of 50.
-- Scrin/Reaper-17/Traveler-59 MCVs can now be teleported by either Mastermind or Prodigy.
-- Seekers and Fanatics weapon target priority changed from infantry to vehicles.
-- Reaper-17 Reaper Tripod charged reserves bug fixed.
-- Flame weapons can now destroy friendly husks.
-- Shatterer, Zone Shatterer and Shockwave can now destroy husks via force-fire.
-- MRT repair radius increased to 300. Unit movement speed is the same as the APC.
-- Fixed Stormrider damage versus certain sub-faction units (Pitbulls, APCs, MRTs, Wolverines, Attack Bikes, Stealth Tanks, Gun Walkers and Seekers) to match that versus respective vanilla faction units. This gives 25% damage decrease versus these sub-faction units.
-- Shock Troopers, Zone Raiders, Black Hands, Tiberium Troopers and all Commandoes are now immune to damage from the Cloaking Field.
-- Snipers can no longer attack vehicles and structures. Veteran Snipers can now spot for Juggernauts and Battleships from within transports, foxholes and bunkers.
-- Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly drones. Now it has an explosion effect and sounds when destroyed.
-- Delays on several abilities reduced: Jump-Jets, Rig/MCV pack-up, Flame Tank/Mantis pre-attack delay and Orca Sensor Pod deploy delay.

GAF Changes:
• Some C&C4 units now have modified portrait icons rather than the original blue background ones.
• Talon can now fire correctly from its weapon bone positions.
• Archangel now has its first primary weapon fixed (it’s supposed to fire with a particle beam). Speed decreased slightly and health increased slightly.
• Orca Paladin now fires with its laser (unlimited ammo) so it does not need to return to the airfield. Speed decreased slightly and health increased slightly.
• Firehawk model is replaced by the C&C4 model. Ability and attacking remains the same.
• Mobile Repair Transport is now buildable with the same cost and build-time.

Fixes/changes that cannot be done:
• Making skirmish AI to work in-game. Although CNCLabs did it using a Neutral faction for the Forgotten, there’s no way I could use a Neutral faction to work since it results in a game crash.
• Adding a Giga-Fortress in-game as the tenth epic unit. The technical issue is the conflicted id names and an asset error of one default state, preventing this unit (and mod) to load in WorldBuilder and/or C&C3.
• Infantry units of 2 or more being garrisoned in an APC, Armadillo, Reckoner or Mastodon will result getting one infantry unit getting out at one time or even worse, none of them comes out. The only exception is the bunker and civilian structure. This is a common bug that neither EALA nor any modder can fix.
• Harvesters that cannot collect Tiberium automatically on which they were not from the Tiberium Field but independent objects is another common bug that neither EALA nor any modder can fix.
• Fixing tire treads to some C&C4 vehicles require actual coding from C&C4 unless I create tire tread objects.
• Death animations to some C&C4 units require actual coding from C&C4 unless I create collapsed objects.
• In the GDI Mission of Rome, a Mastermind unexpectedly can attack any unit with its tracer gun fire. Because the unit is modified, this affects this odd bug that I cannot resolve.
• Assault Mothership may require a new weapon projectile in order to show laser fire in four weapon bones since it only shows one laser fire.
• MOK Underminer’s ability to burrow itself to another location doesn’t work. Either a missing coding or animation file prevents this to happen.
• GAF Spartan’s ability to turn itself into a turret doesn’t work. A missing animation coding and other animation file(s) prevent this to happen.
• A replacement weapon to the Defiler requires a new weapon projectile (that I have no clue how to set it up) and without the major source code from Carnius, I cannot do it. The weapon art files can be found but the issue is making the new projectile to work.
• Adding a rally point cursor texture (visible from player) and using an EVA announcement on upgrading. Those require permission from Stygs to get the coding and source code from the Tiberium Wars Advanced mod. I would really want this, but time ran short as he is MIA in the C&C community.

I hope you have fun with this mod and hopefully if you want to modify my mod use the public source code that I have released. All credits and other changes are mentioned in the PDF readme.

Downloads RSS Feed Latest Downloads
KW Reloaded 1.71 Final

KW Reloaded 1.71 Final

May 21, 2013 Full Version 7 comments

This latest and last release of this mod fixes an issue for the Mastodon and the MRT plus a better quality for the in-game music.

KW Reloaded 1.7 Source Code

KW Reloaded 1.7 Source Code

May 9, 2013 Source Code 3 comments

This public source code contains all the latest content from the mod. This does not include art and sound files, but does include the skirmish AI coding...

KW Reloaded 1.7

KW Reloaded 1.7

May 9, 2013 Full Version 11 comments

This next version of the mod comes with some new additions, bug fixes and balance changes.

KW Map Pack

KW Map Pack

Mar 15, 2013 Other 2 comments

This KW map pack collection contains 44 compiled maps and the terrain textures from KW.

SP Map Pack

SP Map Pack

Mar 15, 2013 Other 0 comments

This is a modified SP Map Pack for C&C3 Tiberium Wars for players who are stuck with starting vehicles in campaign missions that require power. This...

KW Reloaded 1.6

KW Reloaded 1.6

Feb 21, 2013 Full Version 32 comments

The next great full version for KW Reloaded is here with new CNC4 material, a tenth faction, 9 epic units to play with, several new upgrades and some...

Post comment Comments  (0 - 10 of 846)
jakemaverick911
jakemaverick911 Jun 16 2013, 9:49pm says:

Firstly, I have to say truly beautiful work! C&C is the ONLY game i play...so as you can imagine getting quite bored after doing same missions again and again....fortunately came across this mod, gonna have to look for others now....
Graphics play better and I love the new units...just a few problems/ niggles. In short it's way too easy....first off it plays too fast, i like to take my itme a bit but however much i slow it down ont he slider it's still really fast...much faster than before the mod!
No I dnt know if it's the MOD or soemthing I'm doing...I tend to play 5 or 6 X AI HARD, only way to provide bit of a challenge/ soemtimes brutal....but only 1 AI ever seems to deploy? used to get that occasionally withouy the mod...so might be mu machine. also anyway to import maps into it? very few there....+ what are those 'saved games' already there that keep crashing it when i click on them? ;-)
cheerz for the gr8 work!
JM

+1 vote     reply to comment
deener123
deener123 Jun 14 2013, 7:35am says:

next update you do if you do can you make scrin abit better you have made marked of kane gdi zocom and sorta steel tolans so overpowered wich isnt a bad thing but scrin and its factions (exept maybey travler 59 on the full moon) more better and pleasse just get rid of the structure cap for the terra form for scrin its stupid and also get rid of power costs for all teams why insist
of so much power and why is there a unit cap of 50 exept for those gaf orcas they have only 15 of them???? please im not asking for 50 new units just little changes and p.s GDI mammoth tanks are TOO overpowerd i mean one tank too own almost 300 black hand troopsyou cant win agienst them unlees you have salmandas

+1 vote     reply to comment
Seph1999AD
Seph1999AD Jun 12 2013, 8:44am says:

Why is it that after playing KW Reloaded and running the vanilla game, all Skirmish settings reset? That is, the previously played map, ticked "Random crates", player colors, AI difficulties and personalities all reset and have to be set again.

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jun 8 2013, 6:24am says:

ok after alot of trouble finally i made SDK to work, and what i discovered was even more annoying!!

Purple the source file u did provide is incomplete so SDK cant create a mod out of it to patch the original file! can you please fix your Open source files?! and remove path for items that are not provided?! :(

+1 vote     reply to comment
PurpleGaga27
PurpleGaga27 Jun 10 2013, 12:41pm replied:

You have to fill in the blanks provided to compile your mod. If a file is not there, omit it from the mod.xml and/or other xml file.

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jun 11 2013, 1:18pm replied:

yeah i did fix the whole thing, but yet again! it wont work the game either read the new MOD which lake models or read the Original Kanes wrath! i did try to patch them but the first one that u put as main mod overwrite the patched one!
am i doing something wrong? i wish it was just the real open source not source files :/

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jun 7 2013, 4:17am says:

agh the damn SDK wont work on my windows no matter what i do >.<
i do use final big to make a patch .BIG but the original files wont let the patch work x(

Purple can you please make a release which is the full mod but with source files open in it self? so i can edit INI in Kanes wrath.big it self instead of making a patch for it or merge it!

or can you give a guide on how to use your source files?

im really dieing to use your source files but i cant like this :(

+1 vote     reply to comment
PurpleGaga27
PurpleGaga27 Jun 4 2013, 12:33pm replied:

I had a complex organization on how I mod my mod. I wish I could make a tutorial on doing this but this is complex.

Didn't the C&C3 Mod SDK tutorial(s) give you some help?

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jun 5 2013, 3:06am replied:

oh? so i should use SDK for merging your codes?! i did use other programs...

im a generals modder so i know most of basics, just tell me this: do i have to merge your source files with the main file to make it work?

btw thanx for replying!

+1 vote     reply to comment
Ahrimansiah
Ahrimansiah Jun 3 2013, 2:41pm replied:

i did even made a big file with source files and added it to KW as a patch but no effect...

+1 vote     reply to comment
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Released Jun 5, 2011
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Highest Rated (3 agree) 10/10

10 this is sexy

Nov 17 2011, 1:31pm by pawelpm7

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horribole mod **** you

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Miami Heat vs. San Antonio Spurs, another great matchup for the NBA finals. I hope the Heat win their 2nd (cont) T.co

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With a new change of mascot names, New Orleans Pelicans and now the return of the Charlotte Hornets. But Pelicans? Bobcats is a good name.

May 21 2013, 6:13pm

KW Reloaded 1.71 has been released for the final time to fix an important issue.

May 21 2013, 6:10pm

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