Last Version 1.8 (all other content):
Part One
KW Reloaded 1.8 (part one)

Part Two
KW Reloaded 1.8 (part two)

Last Version 1.55 (KW content only):
KW Reloaded 1.55 Final


Old Version 1.71: Moddb.com
Old Version 0.75: Gamefront.com
For source codes, art packs and other KW mods, go here: Forums.cncnz.com

Updated 2-20-2015 -- KW Reloaded 1.55 released. New maps for this mod are cancelled and those will be transferred to another C&C3; mod.

The temporary download link for the Tsun custom mission maps (incomplete) are for C&C3;/KW mappers for use with any other C&C3; mod (i.e. Tiberium Essence, etc.): Gamefront.com
(If you are from another country, you might not get to download this due to region restrictions.)

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.

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RSS Articles

It's been 20 years since the first C&C game was released by the former Westwood Studios when the golden age of RTS had fundamentally started. After witnessing C&C's 20th anniversary, EA released Red Alert 2/Yuri's Revenge temporarily free as a promo in Origin's On The House. The demand is so huge for RA2/YR that EA shut down the download server to allow some cooldown time before it will come back out again. Unfortunately, EA has no announcement of a new C&C game rebooted and restarted in progress. How many times I have witnessed a huge C&C moment? Not much... until now, I have a new announcement to make.

After calling my last version of my KW Reloaded final, I am no longer attempting to fix leftover issues and add new skirmish maps for that mod because I don't have the time to fix, edit and release them as patches. They are so time-consuming and especially the modified RA3 Mod Studio for the C&C3 Mod SDK is so terribly slow. Well it's been six years since Bibber released his first C&C Asset Extractor and also six years since I had the original KW xml pack to do the modding, because then otherwise that KW Reloaded mod would have been impossible without that tool and the KW source codes.

Rather than developing another mod that is called Reloaded, why not start with a Revolution? I am now working on a much bigger project that's been WIP for quite some time , a new expansion mod called C&C3 Tacitus Revolution and this is the new logo for the mod:

CC3TR official small

Inspired from Nathan Maes' fan box art of the C&C3 Tacitus Prophecy and the other guys from CNCSaga, this expansion mod for C&C3 first started in 2008 (as Tacitus Prophecy) but was pulled back due to the lack of resources. Now resurrected with enough resources and tons of ideas added in (plus a better name), this expansion mod might become the next biggest C&C mod of all time, nothing like what Zero Hour, Yuri’s Revenge and Mental Omega would have had. All assets from KW Reloaded will be carried over to this expansion mod especially for those assets with given permission from mod creditors earlier shall be recalled for re-assessment. The mod I am creating may be the "mental omega" of C&C3.

The reason why am I developing this is because EA lacked Scrin and GDI campaigns for another C&C3 expansion pack. Eventually before this announcement, Gen.Zool, Carnius and their team are developing another C&C3 expansion mod, notably to be called as C&C5 Return of the Scrin, but I had no interest to integrate my ideas and support the mod because their story and gameplay are not quite what I expected.

This expansion mod according to my manual planout will have the following:
• 14 factions (GDI, Steel Talons, Zone Ops Command, Global Air Force, NOD, LEGION, Special Recon Forces, Noble Air Force, Scrin, Reaper-17, Shield-98, Traveler-59, Forgotten, GDI Russia) and a few custom factions
• 90 missions (including an epic 40-mission GDI campaign) + 10 additional GDI missions as future DLC
• 30+ Commander’s Challenge missions adapted from the ideas from RA3 Uprising
• Dozens of new multiplayer maps with several new game modes to play with
• Over 100 new units from KW, C&C4, RA3 and other modders (most used with permission)
• Over 1000 terrain textures and hundreds of civilian and neutral objects to use with C&C3 WorldBuilder
• New sky textures and zooming to all maps (imported from C&C3 A New Experience)
• Modified UI menus (with the purple theme -- also imported from C&C3 A New Experience) throughout the game
• New mouse cursors and some new functions to adapt to the battlefield
• New gameplay features:
o 50/50 macromanagement and micromanagement of base/unit building, harvesting and conquering forces.
o Like C&C and Starcraft, you can use power and credits as resources to units/structures as opposed to fuel/credits in Mideast Crisis 2, fuel/manpower in Company of Heroes, lumber/gold in Warcraft and crystals/vespane gas in Starcraft.
o Like C&C3 and RA2, you can capture a specific structure(s) which you can build special units when they are unavailable to build in your faction.
o Like C&C Generals and Zero Hour, units can be salvaged other than mechs and tripods. Only engineers can do that.
o Like Red Alert 3, most units will have at least one ability.
o Like Company of Heroes, most units require a cost to use their ability(s).
o Like Company of Heroes and C&C4, capturing strategic points in various areas to defend against enemies. Some missions require to hold all strategic points to accomplish one point of the mission.
o Like Company of Heroes and Starcraft, there will be some missions and skirmishes with command points as unit limits on the battlefield.
o Like Warzone 2100, very long artillery support is used, but only three factions get to use them such as Falcon MLRS, Rocket Turret and Artillery Tower.
o Like Mech Commander, capturing a turret control tower of a base or sensor outpost gets control of all defenses in that area.
o Researching upgrades gets more longer to upgrade with no less than 30 seconds.
o Collecting artifact crates gets more enforced as you pick up new intel throughout the campaign(s) similar to Warzone 2100.
o Like C&C Covert Ops, Counterstrike, Aftermath and Mental Omega 3, instead of huge SP campaigns in which I neither have the budget nor time for, all missions will be played as a mission pack in the custom missions menu, meaning you can play any mission in no particular order. However it's highly recommended you will play them in order of the story and missions.

So far....
Current manual planout status: 95%
Current expansion mod status: already WIP
First Release: 3/28/2017 (as a public beta version -- just in time for C&C3's 10th anniversary)
Full Release: when it's done

More additional details (including a brief story and other content of the expansion mod) will come later as I will be making a new Moddb page for the expansion mod soon. The expansion mod will not be done solo eventually because some assistance will be needed.

KW Reloaded Version 1.8 Final Release

KW Reloaded Version 1.8 Final Release

News 16 comments

One of the biggest C&C mods of all time is here for the holidays with a blast!

KW Reloaded 1.8 Preview Changes

KW Reloaded 1.8 Preview Changes

News 7 comments

This is the second revision of changes for KW Reloaded 1.8.

KW Reloaded 1.8 News Update

KW Reloaded 1.8 News Update

News 7 comments

You thought this mod is finished for good, but no, it ain't over until it's over.

The final version of KW Reloaded released

The final version of KW Reloaded released

News 13 comments

This is the very last news update for Kane's Wrath Reloaded and the ending has reached its final point.

RSS Files
KW Reloaded 1.8 (part two)

KW Reloaded 1.8 (part two)

Full Version 8 comments

This second part of the mod contains maps and misc files and is required to run the mod. An additional readme file for extra files is in this package...

KW Reloaded 1.8 (part one)

KW Reloaded 1.8 (part one)

Full Version

This first part of the mod contains the main files required to run the mod. A PDF readme is included in this part. An additional readme file for extra...

KW Reloaded 1.55 Final

KW Reloaded 1.55 Final

Full Version 8 comments

The very final release for KW players who wanted just KW playable content.

C&C4 Art & Sound Pack

C&C4 Art & Sound Pack

Other 11 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

Other 1 comment

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

Other 1 comment

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...

Comments  (0 - 10 of 1,150)
grafdunduku
grafdunduku

How to change to original TW soundtrack?

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bgshok255
bgshok255

After like 20 to 30 minutes of playing game crashes and says out of memory but i have 43 gb left and so much ram

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Shamazoo
Shamazoo

It's the 28th, where the tacitus mod at?

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andreninpad
andreninpad

Rig don't repair air units like it used to do. Can this be fixed?

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Ahrimansiah
Ahrimansiah

Hmm so anyone active here who can tell me if 1.8 fixed mastodon bugs?

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Ahrimansiah
Ahrimansiah

And are the cnc4 vehicle tracks fixed? In 1.7 they didnt rotate while vehicles moved

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heyjudek
heyjudek

Can anyone tell me how I can remove unit caps from "regular" units? Not the pics ones.

I have been told the following:

"Yes, it's possible to remove regular unit limits. Just remove the "Max" define (or something like that I cannot recall) in the gameobject.
As for the gameobject, GDIPredator.xml is an example of it. Any unit or structure is a game object."


But there is NO GDIPredator.xml file or any other unit in the KW Reloaded "MOD SDK" folder.
Any input is appreciated :)

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credaznia
credaznia

Will the "global conquest" mode be implemented? I think it is a great way to play and my favorite mode :)

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Fulger100
Fulger100

that is almost impossible

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george76
george76

Where can we see updates for your new mod Tacitus Revolution, are you just posting them on your profile page for right now?

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Fulger100
Fulger100

in his profile

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10 this is sexy

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horribole mod **** you

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Latest tweets from @purplegaga27

My project of re-creating Super Mario Reloaded using the Mario Builder with 100+ levels is only days away since over 80% is finished.

Jul 13 2017

So this is the revised Twitter. Would have been better for 150 characters typed in a post.

Jul 13 2017

Donald Trump Jr. is now ruining America's politics once again.

Jul 13 2017

Calling Trump's investigation a witch hunt now reminds me of TakeTwo terminating OpenIV, possibly the ending of GTA V modding.

Jun 19 2017

Things in the UK aren't looking so great now.

Jun 19 2017

Go #Warriors. A 15-0 postseason start to a 4-1 series win against the Cavs. I guess Javale McGee has been forgiven.

Jun 14 2017

I knew #Westbrook would be #ShaqtinMVP.

Jun 14 2017

I hope the #Warriors shine right back in Game 5 on Monday. So much for a 15-0 postseason streak; I expected a perfect postseason from them.

Jun 10 2017

All I can say is that after six seasons of #ShaqtinAFool, I guess #TragicBronson is retiring and (cont) Tl.gd

Jun 7 2017

With this update of #Shaqtin...... If I were #SHAQ, I would name the #Shaqtin 1st NBA Team: 1) Javale McGee (cont) Tl.gd

Jun 7 2017

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