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.

Report RSS KW Reloaded 1.8 News Update

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

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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*

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Icefrenzy
Icefrenzy - - 98 comments

Well I think we all understand how things aren't all going well these days so I just hope you guys dont end it all :)

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TwelveEyes
TwelveEyes - - 106 comments

Your decision to release the assets makes me very happy.

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pawelpm7
pawelpm7 - - 258 comments

Nice)

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maxpen
maxpen - - 4 comments

Great decision!

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Guest - - 689,433 comments

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ThaneWulfgharn
ThaneWulfgharn - - 605 comments

Tank Squads for the Scrin may be too powerful with 4 tanks as the screenshoots show. Maybe two tanks per squad?

Also, how about a Forgotten Faction with its own subfactions(Standard, Ghost Stalkers and Sons of Umagon) and a CABAL subfaction for Nod with Cyborgs(Devout,Reaper,CABAL Enlightened and CABAL Ascended) from C&C4.

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