Version 1.91 Final:
KW Reloaded 1 91 FInal

Old Version 1.8:
KW Reloaded 1.8

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

Old Version 1.71 (still popular):
KW Reloaded 1.71 Final

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

For my new expansion mod, the page is opened: Moddb.com


Updated 9-7-2017 -- KW Reloaded 1.91 has been released for the final time. Enjoy.

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 (ie. The Forgotten). 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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

It's been about a decade since Kane's Wrath was released and I had envisioned this mod to end the C&C series after the disappointment of C&C4. I did accept some of the C&C4 canon of the story. Until the first release is here, early spoilers of the story (and characters) based on this expansion mod are not allowed here. Yes, even heroes get their names in the mod.

Here are the past articles on how I got there:
Announcement: Moddb.com
Plans: Moddb.com
Plans 2: Moddb.com
Plans 3: Moddb.com

Plus the delay of the expansion mod: Moddb.com

All changes developed in previous versions of Kane's Wrath Reloaded are mentioned in the PDF readme file. Those added changes/assets have been carried over to this expansion mod. So for the early changes that I had made to this mod (none of which were ever released publicly), this list is not complete and new changes will be added without notice. There are no guarantees that all changes will be in this expansion mod. I haven't given up this yet, but it'll get there.

======================================
Pre-Alpha version 0.1 changes (done)
======================================
- Most AptUIs have been modified to use the Scrin purple theme, including the main menu but temporarily had the ShellEarth and its objects in the main menu unaffected due to conflicts of modding the original main menu.
- Replaced the new modified Tacitical HUD in-game thanks to permission from DetroyT[RU] via the Omega Group.
- MP/skirmish startup rules changed for credits from 5000 to 100000.
- Added stats to all factional units and structures via mod.str.
- Added Chronoshaders by Chronosheep and shadow.fx from C&C4.
- New main menu and options music present including the credits.
- New C&C logo changed in the main menu but no transparency.
- New C&C splash logos changed before C&C3 is loaded.
- New EA logo video from C&C4 before the main menu.
- Replaced Main Menu video from the C&C3 A New Experience mod.
- Modified the ShellEarth object and textures with the purple theme.
- Temporarily set the INIs and Eurostyle URW font imported from KW Reloaded.

======================================
Pre-Alpha version 0.2 changes (done)
======================================
- All Engineers can now capture neutral/enemy vehicle units only if they are immobile.
- BootupSequence changed for a random texture when loading campaign or custom missions.
- Added preliminary sky texturing for inbounding maps.
- New modified skirmish and possibly campaign mission maps are added for better zooming and sky texturing added via Freecam, but need to figure out how to handle size of geometry health bars as fixed without changing (needs 1200 zoom). Same goes to the Tutorial Xbox 360 map. This affects skirmish AI unless the maps are edited.

==================================
Alpha version 0.3 changes (done)
==================================
- Vanilla factions are re-edited with their own abilities, upgrades and support powers as it is from KW Reloaded.
- KW content of civilian/neutral objects, roads and ambient sounds are added.
- Some maps are fixed to be shown in the skirmish and MP menus, but some maps aren't showing sky textures yet including Ruined Arena.
- Added GDI Flash Tank, Nod Repair Mine Layer and Scrin Destroyer Warship units. Some shaders/textures aren't working yet.
- Scrin Defiler is now available to be built from the Warp Sphere.
- Most locomotor data pertaining to a unit is put into that unit.
- Description upgrades that require a building for all units are removed from the mod.str file.

===================================
Alpha version 0.35 changes (done)
===================================
- Steel Talons, ZOCOM, GAF, Reaper-17 and Traveler-59 factions are added with their own abilities, upgrades and support powers as it is from KW Reloaded.
- Experience veterancy levels are now added to all structures and units.
- Added new sky textures and skyboxes to a total of 31.
- Fixed all remaining maps not showing sky texturing correctly.
- The Main Menu/Skirmish Menu videos are changed for now until decided to be permanent.
- Camera zooming settings are now correct when zooming in or out of the battlefield, allowing vision of the sky.
- ZOCOM Ore Purifier is now buildable from Construction Yard.
- All factions will start out with five tanks at the start of skirmish/multiplayer mode.
- Structural changes to art asset paths have been modified for all KW/C&C4 and newer units and structures.
- Added tier-5 structures of GDI/NOD Command Centers and Scrin Control Node. All epic units are now tier-5 and some units are tweaked to become tier-4.

=================================
Alpha version 0.4 changes (WIP)
=================================
- LEGION, Special Recon Forces, Noble Air Force and Shield-98 factions added. They are not finalized yet despite having some same upgrades and support powers from their vanilla factions. Same goes to new units and structures. Shield-98 will be using all shielded units and defensive structures from Traveler-59. All Traveler-59 units which previously have shields are now removed.
- All sub-factions of GDI/NOD/Scrin which previously start with 5 tanks are no longer used because they don't work once you start a skirmish. Once again by default, all factions shall start with the Construction Yard or Drone Platform.
- All new units pertaining to those new factions are now added and replaced but not finalized yet, especially unit abilities.
- All preliminary new units for older factions are included but not finalized yet.
- Scrin Reaper is a new tier-4 mega walker unit for the Scrin and Reaper-17 only using the Cyborg Reaper as the model but much enlarged. The idea of the modified unit is inspired by the Mass Effect Trilogy.
- GAF Sidam is a new unit to replace the APC.
- GAF Orca Gunship is a new unit to replace the Orca Paladin.
- NAF Demon is a new unit to replace the Cobra.
- Cyborg Dinobot is a new unit buildable for LEGION.
- New other tier-4 units: GDI Sheppard Tank (from C&C4), ST Gauss Titan (from C&C4), ZOCOM Flash Tank, GAF Plasma Tank, GDI Zone Lancer, NOD Enlightened, Scrin Templar
- NOD Elite Confessor Cabal will now be a tier-3 unit for all NOD factions.
- Added new Intel Database entries from KW and added new entries for new GDI, NOD and Scrin units pertaining to the expansion mod.
- Added remaining roads, rocks, shrubbery and ambient sounds from RA3 Uprising and C&C4. Added some ambient sounds from C&C Generals/Zero Hour.
- Added 30 music tracks in-game totaling over 670+ MB of data. Works under the 4GB tool usage and may need a 64-bit PC to handle enough RAM to minimize out-of-memory crashes.
- Removed power usage to all vehicles since no one liked it.
- All upgrades reduce their research time, but most of them are 90 seconds.
- All previous fixes done in KW Reloaded 1.9 are now applied to this expansion mod.

============================================
Alpha version 0.45 changes (not there yet)
============================================
- LEGION, Special Recon Forces, Noble Air Force and Shield-98 factions fully added with their units, structures, support powers, upgrades, unit abilities and eva voices.
- Russia faction partially added in with only the buildable units of the Tesla Tank, Rhino Tank, Apoc Tank, Flak Tank and the Heavy Tank. Harvester, MCV, Surveyor and all other GDI structures remain.

==========================================
Beta version 0.5 changes (not there yet)
==========================================
- The Forgotten and Russian factions fully added with their units, structures, support powers, upgrades, unit abilities and eva voices.
- Most of the Intel Database entires added to GDI/NOD/Scrin sections are completed.
- Kane and Alma Prodigy are no longer buildable in skirmish, MP and SP missions.
- Yuriko Omega will be added into the mod and is not a buildable unit.
- Shogun Executioner will have its ultimate shockwave ability.
- All other new units have been inputted into their respective factions.
- Some units that previously do not have art formations shown are now fixed.
- The first six missions of the Tacitus Revolution campaign have been included.

Status of the C&C3; expansion mod update

Status of the C&C3; expansion mod update

News 6 comments

Well this wasn't supposed to happen until things had gotten out of hand, delaying the mod's release.

New Announcement for a New WIP Mod

New Announcement for a New WIP Mod

News 17 comments

It's here just for the 20th C&C anniversary and things are getting bigger than ever.

KW Reloaded Version 1.8 Final Release

KW Reloaded Version 1.8 Final Release

News 17 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.

Add file RSS Files
KW Reloaded 1 91 FInal

KW Reloaded 1 91 FInal

Full Version 1 comment

One of the biggest C&C mods of all time is here once again for the final time.

KW Reloaded 1.8

KW Reloaded 1.8

Full Version 7 comments

This KW Reloaded 1.8 release contains two parts into one huge mod.

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.

KW Reloaded 1.9 Final

KW Reloaded 1.9 Final

Full Version 7 comments

One of the biggest C&C mods of all time is here once again probably for the final time after several years.

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...

Comments  (0 - 10 of 1,174)
Matjesreloaded
Matjesreloaded

Hi PurpleGaga27

Thanks for the Update the OP Nod MRLS is fixed now.
But now GDI spawn many of these Missile Tanks which are also OP in these masses. Would by nice If you could have a look about this.

Thank you and sry for bad english

Reply Good karma Bad karma+1 vote
legionnaire502
legionnaire502

so this is my first C&C3; mod, can i get some detailed install instruction

Reply Good karma Bad karma+1 vote
Aptem26
Aptem26

The Internet is full of instructions(https://youtu.be/MUfpUfuVXJY).

Reply Good karma Bad karma+2 votes
Aptem26
Aptem26

I'm having trouble with AI in skirmish-every time he randomly.

Reply Good karma Bad karma+1 vote
PurpleGaga27 Creator
PurpleGaga27

KW Reloaded 1.91 has been released for the final time with most of the promised fixes made including the critical ones.

Reply Good karma+2 votes
Sefie1999AD
Sefie1999AD

Hello, I know you'd like to call the latest version the final version, but may I ask you to fix a few more bugs and release version 1.92?

1) Scrin subfaction (Reaper-17 and Traveler-59) units still cost energy, and it looks like their energy costs are adjusted according to the RA3 standards of version 1.8. For example, their Tier 1 units alone use 5-10 units of power per unit, which makes the subfactions practically unplayable.

2) Nod subfactions (Black Hand and Marked of Kane) have some structures that still use RA3 power standards. For example, Shredder Turret uses 25 power, which is just ridiculous (for comparison, the vanilla Nod Shredder Turret uses 5 units, and the Laser Turret uses 12 units).

Can you check all unit and structure power requirements again and make sure they've all been set to C&C3; standards? Thanks for your time with the mod!

Reply Good karma Bad karma+2 votes
PurpleGaga27 Creator
PurpleGaga27

The idea of version 1.92 is NOT in my mind. However, 1.91 will be reissued a re-release instead with missing leftovers.

Reply Good karma+2 votes
Sefie1999AD
Sefie1999AD

Functionally that's the same thing, i.e. a slight bug fix update, so fair enough.

Reply Good karma Bad karma+2 votes
PurpleGaga27 Creator
PurpleGaga27

Whoops! Must have rushed it through and I thought every structure has been changed back. I will have to fix and release a new one later this week.

Reply Good karma+3 votes
Guest
Guest

Where to begin, the AI of the other factions does not work, each structure and even each unit requires energy bone what's up with that? From powers to improvements take a long time to cool and complete, the standard AIs of the original factions function as normal and even use the new units and buildings added to them, but they hoard the entire map with the power plants themselves The only one that can use the other factions is the player himself, there is a communal imbalance of energy and the time in which the improvements take is very much, but in the other is ok, or try to be, the campaign works well to add the New units and good buildings, that's the only good side, but for pvp this is very broken.

Reply Good karma Bad karma+2 votes
Sefie1999AD
Sefie1999AD

So far, I haven't found anyone who has thought that units requiring power is a good design choice. Hopefully the feature will be removed in a later version. The long research times of the abilities have also received criticism.

Reply Good karma Bad karma+1 vote
PurpleGaga27 Creator
PurpleGaga27

Well I did pinch the idea from Company of Heroes and Starcraft where vehicles require gas as a resource as to power to vehicles. The same goes to long building and researching times to increase macromanagement and the micromanagement remains mostly in play. The AI in the 3 vanilla factions did try playing their part.

How to fix the PvP is where I am a noob at in testing a mod in Multiplayer because I never played C&C3; MP. Since it's been more than a year since owning C&C The Ultimate Collection and having a faster Internet connection, the chances are slim for me to try a PvP with this mod unless I have the time testing it out.

The other problem is putting in the skirmish AI for the sub-factions. IDK if C&C3; was hardcoded so as to not to add AI to additional factions, because the last time I did try adding AI to a sub-faction crashed the game. The one faction I am certain to follow in their footsteps is The Forgotten faction from the CNCLabs team because they're the only custom faction with a working AI using as a civilian faction.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C3: Tiberium Wars
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

8.4

225 votes submitted.

You Say

-

Ratings closed.

Highest Rated (4 agree) 10/10

10 this is sexy

Nov 17 2011 by pawelpm7

Lowest Rated (3 agree) 1/10

horribole mod **** you

Jul 31 2012 by katy1221

Style
Twitter

Latest tweets from @purplegaga27

Development has been stalled again on C&C3 Tacitus Revolution. Still trying to look forward for a release on Black Friday 2017.

4hours ago

"Fire and Fury", "Total Destruction", "Rocket Man"... those are the phases people will remember for a long time to come.

4hours ago

#DotardTrump? At least I know what "dotard" means.

4hours ago

Hurricane Harvey, Irma and Maria, worst storms of the year... and the list is probably not done yet.

4hours ago

It's the first day of fall and the weather is cool, but next week it will be hot on where I am.

4hours ago

When I thought Hurricanes Harvey and Irma are the worst storms of the year, there may be more to come, including Maria.

Sep 19 2017

In a recent UN speech, Trump wanting "total destruction" of N. Korea makes people think, "is he for real?"

Sep 19 2017

Hopefully this month or by December Uncle Sam gets a new budget done.

Sep 14 2017

Nothing new in development this week in C&C3 Tacitus Revolution. Been doing something else lately.

Sep 14 2017

Embed Buttons
Link to Kane's Wrath Reloaded by selecting a button and using the embed code provided more...
Kane's Wrath Reloaded
Statistics
Last Update
Watchers
900 members
Addons
1
Files
19
Articles
33
Reviews
58