Kane's Wrath Unofficial Patch 1.04
Will try to balance the game a bit more from my and the community ideas and suggestions

Please note that my patch will also going to be a mod, I probably can make a installer but I really don't see the point since I want it to be easy to access and easy to switch from (in case that players will want to play in ver1.02 again)

And also note that I going to start the balance changes NOT from version 1.02 BUT rather from my Kane's wrath classic 1.00 mod since I want to try and rebalance the game again from ver 1.00 with the bugsfixes, but unlike EA who simplify "locked" and limits players actions by taking the building's radius and increasing the earlier game building's costs, I want to try and make more units useful and have fair gameplay so that players won't feel like sticking to one tactic or strategy while ignoring all the other options.

By fair I also mean that I want to try my best to create situations where some units can still live after terrifying attacks if the players had good control, micro, and maneuvers, and to not let players feel that "something" is too over powered to counter.

But when it come to support powers that do damage such as the Overlord's wrath I think it won't be fair to let players waste so much money and see how it gone for nothing, when player have good support power he will want it to at least kill small armies, but what EA done was to completely weak it over to the point it rarely kill barracks, which not feel so useful in my opinion.

As for upgrades I also going to reduce the damage of some of the over powered ones but at the same time not to the point they become useless (again like what EA done mostly in ver 1.01)

In other words this patch going to try to play fair without increasing too much and unneeded costs, reducing damages or limit builds radius, It will try to make more units and unused upgrades and tactics more useful and at the same time will try to save the most import ingredients: "Fun".

If there won't be any other way then I will increase and reduce costs, damages, and radius, But I will try my best to avoid it.

It all will be depend on the players commits, if you have ideas please say them here!

If it will be in my ability and I will see that many players are happy with it, I will add that idea :)

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14 comments by egozi44 on Nov 17th, 2014

Some people asked me to add or replace more units in the mod/patch such as the NOD's Cyborg Commando from C&C4; to replace the female commando (only In MOK) (pic below)

Commando

and to add or replace the ST Marv with C&C4; Mastadon (pic below)

Mastadon

KW SDK don't seem to get along with other games 3D models unless they been moded for KW so I usually can't add anything that I want even if I wish since I don't have the knowledge of how to edit them to work with KW's SDK (if someone know and willing to help me / teach me how to edit them it will be great!)

But I probably will be able to add the Cyborg Commando and Mastadon to the game

the real question is why?

there's balance to keep at this game even though it big-ben patch/mod I don't really want to stray from the path and change the whole game to the point it will feel like another mod

So I want your opinion in this yet again ^_*

What to do with the Cyborg Commando?

1. Don't add it

2. Add it only to MOK to replace the stealth female commando

3. Add it only to MOK secret shrine so we will have both commando
(need to see if the SDK will let me do it btw ;) )

4. Replace all Nod's commandos with the Cyborg Commando (ha?!, just to notice, in my mod the female commando is permanently stealth as long as she don't shot or C4 anything)

5. Your own idea?


What to do with the Mastadon ?

1. Don't add it D: !

2. Add it only to ST to replace the Marv
(take a note that the MARV is GDI's only way to get more funds unlike Nod's and Scrin's who have special power for it)

3. Add it only to ST but make it a special power that will make the Mastadon to destroy and appear at the Marv's facility so we will have both epic units :D
(need to see if the SDK will let me do it btw ;) )

4. Add it as normal unit in the ST army
(note that ST have more ground units than any other GDI army and their mammoths have the anti emp armor only in ST... so replacing it with Mastadon will be weird)

5. Add it to any GDI faction (ah? :O )

You can always give me new ideas and tell me what you prefer from the ones I presented

Simply commit and let me know what you think is best, if there's no commit then I will have to do what I think to be best until my beta will be released

Thanks

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Extracted and edited official maps pack

Extracted and edited official maps pack

Apr 28, 2014 Multiplayer Map 0 comments

Since WrathED still don't have option to change global objects in official maps I made a temporary solution by extracting all the official maps of KW...

Post comment Comments  (0 - 10 of 41)
bronkie1181
bronkie1181 Nov 23 2014, 2:41pm says:

Can anyone please tell me why there is such a small amount of mods for Kane's Wrath? Is it because of limitations or just the fact that it is not as well balanced and fun to play any more?

+1 vote     reply to comment
egozi44 Creator
egozi44 Nov 23 2014, 7:34pm replied:

It because EA never released proper SDK for KW

and the community SDK is buggy and have a lot of limits and issues that many prefer not to deal with

+1 vote   reply to comment
Cabal/Legion
Cabal/Legion Nov 22 2014, 6:42am says:

Hey egozi44

Sorry i wasnt there for many days, was busy doing stuff :(

But yeah i dont have skills or knowledge of Modding C&C games im afraid.

What about from the C&C3; tiberium wars mods that has them C&C4; units in them such as 'Kanes wrath reloaded'.

Also my suggestion of both Nod Cyborg Commando & GDI Mastodon

I replace MOK commando and still keep the stealth for it since in C&C4; it also has it, Its main weapon should either be Laser beam from Avatar or from Obelisk of Light in order to do great damage to vehicles & buildings and also it still can kill infantry by 1 shot, Similer to how deadly Nods commando was back in Tiberian Sun, Id also give fans choice of either use commando voice from either C&C4; or Tiberian sun.

Its cost should be 2500, it should have slightly more health than female commando and have only a 'tiny bit' resistance to both gun based weapon & if commando has 100% health it take 4 shots for sniper to kill.

I've read fans comments in many places such as C&C Forums, Youtube & Mod forums that ST shouldve got Mammoth mk 2 instead of MARV since the faction is based on GDI from Tiberian sun and they lack on Sonic weaponry due to focus on rail guns and both hover and walker vehicles.

Also because ST has the weakest infantry of all factions, not to mention their MARV is the weakest epic unit because of that, Pro players as ive watched 100s of their matches on Youtube that was taken from Gamereplay... they mostly just stick 4 enginners to use as a meat shield.

It also feels weird that ST still has the MARV since its main weapon is Sonic cannon and the faction doesnt use Sonic weapons but rail guns instead.

+1 vote     reply to comment
egozi44 Creator
egozi44 Nov 23 2014, 10:34pm replied:

I'm talking with Zocom7 (Kanes wrath reloaded modder)

he help me here and there but don't always have time, he gave me permission to use stuff from his mod but the issue is that not all models can work with KW's SDK without a lot of edits,

I was able to get Mastodon but I still don't sure about adding it, on the other hand the commando look alright in the game but I don't have working xml for it and most people don't want to share them :0 ....

I don't think that choose voices will be wise idea since the old games didn't had many voices for their units (the commando in TS had probably 10 lines at maximum) while newer games have 30+ lines to each unit in most situation (in combat, selected, dying)

I also don't sure if I can get the old voice ;)

+1 vote   reply to comment
Velastine
Velastine Nov 15 2014, 9:29pm says:

One thing from World Conquest that troubles me... When moving a strike force to attack an enemy base, we can resolve it by real-time, right? Once started, a timer starts to run and on time up, all stealth abilities will be dropped, including that of stealth tanks, specters shadow team etc.

What is the point of this? Personally, I find it annoying when using Nod. It basically discourages Nod to use stealth in this game mode.

+2 votes     reply to comment
egozi44 Creator
egozi44 Nov 16 2014, 6:24pm replied:

The original point was to give you (the player) the ability to find all enemy's units and leftovers since in real-time battle you must destroy every single unit the enemy have (at least that what I remember xD)

I don't sure if the A.I will act different through your stealth since it A.I, but you got a point

+2 votes   reply to comment
Velastine
Velastine Nov 17 2014, 4:24am replied:

Well of course, to find all enemy units. If it is disabled, strike forces with no MCV and no stealth detection units can never finish the real-time battle.

A real solution would be to remove the timer, but allow players to auto-resolve a real-time battle mid-way. But that's the developers' job, not yours.

I wonder if there is a way to work around it. For now, lengthening the time can be a stop-gap. At least, I dunno... I can keep my units stealth for half an hour? Instead of several minutes?

+2 votes     reply to comment
egozi44 Creator
egozi44 Nov 23 2014, 10:37pm replied:

Don't sure I can change it, but I will look for it (if I can find it) and will think what to do about it

+1 vote   reply to comment
Cabal/Legion
Cabal/Legion Nov 12 2014, 12:16am says:

I've just had fun playing C&C4; with 9 Pro players in insane matches :D, when 1 match i was taking a break i was getting thoughts in my head again of what i would love to happen :)..... If ZOCOM could endup having almost all the ZONE infantry from C&C4; making them more tougher, more cost of credits than Modern infantry as Teir 2 and Maybe replace their Commando with ZONE commando, Same as MOK endup getting more Cyborg infantry from C&C4;, It'll be like ZOCOM are truly Masters of ZONE suits while MOK are truly Masters of Cyborgs :)

And then i endup thinking I wish Steel Talons would endup having Mastodon as their Epic unit that is the upgraded version of Mammoth MK 2 & Replacement of MARV and having Sandstorm that is the upgraded version of their Hover rocket vehicle from Tiberian Sun as their Anti Air vehicle.

+2 votes     reply to comment
egozi44 Creator
egozi44 Nov 14 2014, 10:02pm replied:

Sorry for the delay, didn't saw your commit xD

While I agree with you (they will really gana feel like sub factions that way) It also question of balance in the game,

I don't mine trying to just change skins but I have some problems

1. C&C4; models are bigger than KW's infantries, it will make them look out of place

2. I don't know how to make their animations and their xmls (I can add their skin though)

3. it may cause some random bugs in the game

if you can give me the xmls or have way to make them I will have no issue trying, the credit will be all yours ofc and will be added in the credit note

P.S I going to reinstall C&C4; soon after some times

if you want to play together p.m me :)

+2 votes   reply to comment
Cabal/Legion
Cabal/Legion Nov 12 2014, 3:15am replied:

On top of that, i've done and added some pictures of units from C&C4; that i think suits ZOCOM & MOK :)

Moddb.com

Another thing i forgot to mention i found out when testing C&C3; Mods that has C&C4; units in them, they seem to endup looking more better at detail and realistic looking due to C&C3; has more serious atmosphere while C&C4; is mostly all Cartoony.

+2 votes     reply to comment
egozi44 Creator
egozi44 Nov 14 2014, 10:05pm replied:

Yup, some modders also "pass" on their skin layers so they will fit the game

I wish I could added that bus and gorilla like robot from C&C4; to the mutant hotel :/

I have their skins and models but no XMLs that can use them and their animations.... if someone could help me with this...

+2 votes   reply to comment
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