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...
I decided to come back out of retirement and finish this mod once and for all. There are some leftover fixes I needed to do. Although I did mention version 1.71 as the final version, it ain't final yet. There will be a version 1.8 as the final version (once again) but I cannot guarantee for a version 1.9 after this one. Not all maps I have planned for to develop will be released.
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.
Version 1.8 preview changes will be mentioned once again in the next news update.
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*