Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way it was meant to be played. Unlike the original Kane's Wrath expansion for CNC3, this mod for CNC3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4; (yes, they are real) will add and combine to the strength of the new gameplay experience for this mod.
Yep, I finally got them working ingame from RA3 despite a lot of editing. However there are texturing issues for the Garage and the Hospital and due to the coding incompatibilities, the death animations and collapsing codings for these neutral structures currently don't work. The good news is that the effects from these structures are working. The Hospital was meant to heal infantry in a small radius and the Garage was meant to heal vehicles (not aircraft) in a medium radius. The Observation Tower increases the vision radius and the Oil Derrick (similar to Generals/Zero Hour) acts like a Tiberium Spike except it gains 500 credits when captured and then gains 200 credits every ten seconds.
The reason why I am putting these RA3 neutral structures ingame is because C&C3 lacks them and should have deserved some of these. You'll only encounter them on modified or new skirmish maps (not campaign missions). After all, they are not cartoonish in design.
The Garage was meant to heal infantry in a small radius and the Hospital was meant to heal vehicles <- an error? Otherwise it sounds not bad. Only that the Oil Derrick is maybe a bit "imba".
I apologize for the error involving Garage on vehicles and Hospital on infantry.
not to sound like a jerk but i thought RA3 neutral structures enabled auto repair or heal on vehicles and infantry respectivly?
The only one I have a problem with is the Oil Derrick. Doesn't fit right.
LOL did we forgot in tiberium era doesn`t need oil ? :P.