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

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.):
(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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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

11 months ago News 7 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

1 year ago 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

1 year ago 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

2 years ago News 13 comments

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

RSS feed Downloads
KW Reloaded 1.55 Final

KW Reloaded 1.55 Final

9 months ago Full Version 5 comments

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

KW Reloaded 1.8 (part one)

KW Reloaded 1.8 (part one)

11 months ago Full Version 0 comments

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 1.8 (part two)

KW Reloaded 1.8 (part two)

11 months ago Full Version 7 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...

C&C4 Art & Sound Pack

C&C4 Art & Sound Pack

1 year ago Other 9 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

1 year ago 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

1 year ago 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...

Post comment Comments  (0 - 10 of 1,114)
GeneralJist Nov 19 2015 says:

My project is: Tiberium Secrets.

Not C&C5; Return of the Scrin mod edition by GE.ZOOL.
(which I have nothing to do with)
Please correct that ASAP
(if no one caught that,it mean mean our Active communities have little overlap)

Thank you,
(project Coordinator, PR manager, Lead writer)

+1 vote     reply to comment
GeneralJist Nov 19 2015 replied:

If none of yall caught that, it must mean none of our Active community members overlap, which may make some sense.
(Where most C&C fans/ projects are content with reliving the past, we strive to predict the future.
(each has its proper place in time.)

Edit ^ post By GEN.ZOOL

+1 vote     reply to comment
Gerrar Oct 18 2015 says:

i need help i did (probably) everything, (make folder,put the mod in), but when i launch the game, (the -ui "version") i cannot find mods... in tiberium wars, i have mods, bur in CW there is no mods "page" Sorry for bad enhlish... can anybody help?

+1 vote     reply to comment
maera Oct 13 2015 says:

Hello, i wanted to tell you, congratulation for your great job about this mod, and bringing back some command conquer 4 units, i was looking for a mod like that since 4 year, and i never found this perfect mod, then i'm fallen on you :) thanks you so much for the pleasure and fun you give us, and for your great works and all the time you spent for realize this mod.(sorry for my bad english i'm french speaker)
but about your mod the onlything who disappoint me a bit is that, there is too much faction, i would prefer to play this game with the 3 faction only,and all the Command and conquer 4 unit only and new texture for building too, and also bringing all the textures of turrets from cnc4.
cause from what i have seen and noticed, each faction have only some cnc4 unit , not a full conversion of all the cnc4 unit, there is still some cnc3 unit and building textures ect, i would enjoy plus to play your mod, only with all cnc4 units, and turret building new textures too, and more of units units for the alien faction, with more of ships too for each of the 3 faction :(

+2 votes     reply to comment
Lord_Chimera Oct 1 2015 says:

When I play Skirmish the AI doesn't do anything. The Computer MCV doesn't do anything expect being a stationary target. Is there a fix for this?

+1 vote     reply to comment
Lord_Chimera Oct 1 2015 replied:

Never mind. I read the red notice above...

+1 vote     reply to comment
superfeatheryoshi Sep 25 2015 says:

Being playing for half an hour, quite a few glitches and oversight with this one.

The Mastodon's tusk cannons have no effects when firing. And the infantries inside can't be evacuated if there's more than one squad (know that it's an engine limitation thing, but still). The Behemoths can't bombard spotted targets even though the Sniper Teams description still mention target spotting. ZOCOM's defensive towers' descriptions haven't changed, so they still talk about having to be captured. The Zone Raider drop doesn't have the drop pod animation like the Zone Trooper drop, also the Raiders it spawns aren't veterans. Also, you can build infinite Orcas in the airfield, but they can't return after leaving.

+1 vote     reply to comment
Guest Sep 6 2015 says:

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PurpleGaga27 Creator
PurpleGaga27 Sep 10 2015 replied:

I am currently attempting to work on a project that will bring most of the C&C4; units into C&C3;, but it'll be much bigger than that.

+1 vote   reply to comment
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C&C3: Tiberium Wars
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Release date
Released 2011
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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

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