Current Version 1.71:
KW Reloaded 1.71 Final

Old Version 1.5:
KW Reloaded 1.5

Old Version 0.75:
For source codes, art packs and other KW mods, go here:

Updated 2-28-2014

I decided to come back out of retirement and finish this mod once and for all. There are some leftover fixes I needed to do. Although I did mention version 1.71 as the final version, it ain't final yet. There will be a version 1.8 as the final version (once again) but I cannot guarantee for a version 1.9 after this one. Not all maps I have planned for to develop will be released.

Also please do not ask in the comments section whether the sub-faction AI to work in-game will be inputted because I will not answer it again. Ever since I asked CNCLabs team about it, one of the developers told me that only one faction can do it and that's the neutral faction. So out of 7 sub-factions from my mod as custom factions, I can only apply to one of them as an AI by re-using a neutral faction and cannot apply that to other multiple factions which I think it may be a restriction to C&C3 modding. I haven't tried applying the skirmish AI coding formula from Zero Hour to C&C3, but so far I haven't tried successfully to get a neutral faction AI working in-game as a custom faction since then.

Version 1.8 preview changes will be mentioned once again in the next news update.

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Smoke Grenade Zone Predator Tank The return of fake structures
Blog RSS Feed Report abuse Latest News: KW Reloaded 1.8 News Update

4 comments by PurpleGaga27 on Feb 25th, 2014

Having taking a break from modding C&C3 for several months while playing some new games and surfing new experiences, it appears my gaming life is nearing to an end amid personal and family issues. I always wanted to make the best out of C&C3 by imagining it but seldom took an opportunity to attempt the impossible. Sadly with Generals 2 (aka C&C F2P) canned out and the death of C&C is on life support, hopefully Renegade-X will bring some hope back to C&C fans and there are some C&C mods still rising on the occasion. But for this mod, you will be playing something that unlike most total-conversion C&C mods don't have, SP custom missions, especially for this KW mod.

Also with this news update, in the upcoming days ahead I will be releasing the art/sound packs of KW (new units/structures only), C&C4 (excluding civilian assets) and for some people still puzzled and disappointed at Bibber on where is it... RA3 Uprising (units only). Those Uprising art/sound files are extracted as it is from Bibber's C&C Asset Extractor and you can use/modify them for either C&C3 or RA3 Mod SDK.

To review my proposals for the next version, here are the following:

1) More defenses
Thanks to Madin who created and released source codes for some defensive structures, there are more possibilities to add them in some factions of this mod. Expect more info in an upcoming screenshot to be uploaded later.

2) Civilian units (the humans)
They will now be all controllable in the next version of this mod, usable for mission map modding. But since there are only four in the C&C3/KW section, I was hoping to get more from RA3, C&C4 and even getting permission from Carnius' Tiberium Essence mod (because he has the others I am interested on).

3) All unit abilities will have a cost to use
Some of them are so powerful that some deserve to use it with a small cost of credits. Because of a buffed economy in C&C3/KW, this change will be necessary to how units manage to use their abilities, just like the unit abilities to use munitions in Company of Heroes.

4) The change of the overall font in-game
EA never attempted to use a better font in a C&C game since Westwood Studios did a good font change in Emperor: Battle for Dune. Russell Square is a good font for the Scrin faction and campaign, but just doesn't fit for anything else. I mean using Eurostile is best for C&C3 and even C&C4, but EA blew it on the font system until Generals 2 that finally used part of the Eurostile font. So from that point on, the only font you'll be seeing in all menus and in-game is all Eurostile, the same font used in Starcraft II.

5) Tank squads for the Scrin
Only a few recent C&C mods made an attempt for tank squads. Well guess what, because it is possible, all Scrin factions will have tank squads to be trained for battle, good for a boost-up but at a higher cost. Those tank squads are all tier-4 and will require the Warp Chasm. The only tank squad not to be included is Annihilator/Reaper Tripod. Please don't ask for aircraft squads because Scrin aircraft are already powerful enough.

6) More new skirmish maps to play with
I have already got permission from Predatore to include some of his maps into this mod, but unfortunately I have been denied to use some of his exclusive KW maps that are from the unofficial KW Patch 1.03 due to the fact that they are still being worked and tested on. I also will include four 8-player tournament skirmish maps created from my own.

As I said previously in a past update, skirmish AI will not make another attempt especially for this version. Although the leftover balance changes are in place from the previous version, some remaining bugs and glitches may or may not get fixed at all.

The release date for the mod is still to be determined, but once it's done, this may be considered the final version of this mod before my Tacitus Revolution project will move on. *wink*

Downloads RSS Feed Latest Downloads
C&C4 Art & Sound Pack

C&C4 Art & Sound Pack

Mar 3, 2014 Other 3 comments

This C&C4 Art & Sound Pack contains most of the C&C4 units and structures and it excludes most civilian, neutral and other assets. Shaders...

RA3 Uprising Art & Sound Pack

RA3 Uprising Art & Sound Pack

Feb 27, 2014 Other 0 comments

This RA3 Uprising Art & Sound Pack contains 13 units (plus the Shogun Executioner) for use with either the C&C3 Mod SDK and RA3 Mod SDK. This...

KW Art & Sound Pack

KW Art & Sound Pack

Feb 27, 2014 Other 0 comments

This pack contains the unit/building art and sound assets from Kane's Wrath. Shaders not included. Please do credit me if you are using them for your...

KW Reloaded 1.71 Final

KW Reloaded 1.71 Final

May 21, 2013 Full Version 26 comments

This latest 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 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.

Post comment Comments  (0 - 10 of 936)
Guest Apr 15 2014, 8:08am says:

This comment is currently awaiting admin approval, join now to view.

Gallade Apr 18 2014, 3:36pm replied:

Perhaps you would like to read the red text near the top of the screen on this page. That will explain the lack of AI.

+1 vote     reply to comment
TGHWAR Mar 25 2014, 8:23pm says:

i have not seen any of the large flyers and the M.A.R.V gathering does not work

+1 vote     reply to comment
PurpleGaga27 Apr 2 2014, 3:30pm replied:

The MARV gathering coding is not compatible with the current C&C3 coding.

+1 vote     reply to comment
Regmasturz Mar 24 2014, 3:34pm says:

KW Reloaded by far is my favorite mod out of all I tried.The voice work on the Salamander is just off-the-hook.The Kane Commando,he's just best,NO one can touch the man.The mutants are no joke.I put up The Kane Commando against Clint Eastwood Commando from Command & Conquer General-2 any day.I've been playing RTS since the Westwood day starting with
Dune 2000.When Command & Conquer made the scene I bought them all.I'm not a Modeler or coder so it sucks for me.Great work PurpleGaga27.

+1 vote     reply to comment
zakattack04 Apr 4 2014, 9:12pm replied:

Now I really want to play but, my friends and I are ultimate collection users and were trying to figure it out.

+1 vote     reply to comment
TGHWAR Mar 23 2014, 3:37am says:

can someone make a steam installation video for the mod

+1 vote     reply to comment
TGHWAR Mar 23 2014, 2:11am says:

witch one is the mod is it source code or full version

+1 vote     reply to comment
ThankYouMan Mar 20 2014, 11:34pm says:

Is there any way to enable this mod when playing the actual expansion pack, and not the main game? I'd love to have this when going global conquest mode.

+1 vote     reply to comment
slimne2000 Mar 14 2014, 1:53pm says:

what was the update from a day ago because I didn't understand what it was.

+2 votes     reply to comment
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C&C3: Tiberium Wars Icon
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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

Lowest Rated (3 agree) 1/10

horribole mod **** you

Jul 31 2012, 10:16pm by katy1221

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