Kane's Wrath Unofficial big bang Patch 1.04 is actually a mod that run with biber's and asuka's mod lancher,
it started with the aim of just balance changes and bug fixes, make stuff that people rarely used to be more noticeable, useful, and add more options for team play like RA3 and BFME had, But since a lot of people requested from me to add a few stuff that in their opinions were supposed to be in the original KW I end up adding some new stuff (but I have red line and didn't added ton of useless stuff to the mixer as the mod don't aim to add too many new units to the point the factions will be unbalance and the units will be useless)
So this "Unofficial Patch" is now big bang patch that rather from just focusing on balance and bug fixes also add new stuff in order to make the more than half decade KW feel more refreshing,
I had many ideas how to add new stuff to game's gameplay, some worked and some didn't (and been removed)
This is project that is up on moddb for around two years and half by now and is still in work,
One of the main ideas of this project was to work with the community in order to create the mod for the community, however as I mentioned before the mod have red lines,
This project can be changed by your commits However I can't promise that I change anything you want, Please note that this mod also try to make things balances while also try to add uniqueness,
Uniqueness + balance in RTS is really hard to achieve but if they were added in the right way they can keep the most import ingredient in bay: the "Fun".
Here short list of what been changed so far:
*More bug fixed
*New features (More Upgrades/Abilities/Special Powers)
*Some game changes
*More features for team work
*Improved Balance (many things like support powers, units, abilities, upgrades, are more useful)
*Improved map pack (Optional)
*Economic system moved back to how it was in ver 1.00
(You can skip to the "Help" part near the bottom of the page if you don't wish to read that wall)
So as some of you aware (or at least I hope you do...) the Condor plane was added to the ZOCOM faction as tier 3 supportive plane (You can thank Ahrimansiah for keep suggesting I should add it to KW in one way or another ;) ).
The Condor don't need to reload like any other GDI's planes or havocrafts, however that because of two main reasons, One it was hard to code it to act that way without bugs, and two because it was planned to be only supportive plane that can't attack, but in the last minute I decided to give it some weapon after all,
However if you thought I simply going to import it from C&C4 and just add it as another bomber, you were wrong.
After looking on the Condor's concept art and unused animation that were in both TT's final and beta version, I found out that EA probably had more rules for it than just standard bomber, but they eventually settle (?) with it just being as the firehawk replacement, the animations and art showed the plane was supposed to either manually or automatically unpack a portable ion canon when it attack some units, and the design hint it could also attack air targets using close range missiles though they both were left unused in the final version and the bones for the missile launchers were missing, leaving the launchers as unusable object that is just for show.
So my idea was to try and "resurrect" that behavior but in cool way that will fit KW and won't steal or completely replace the rule of something else.
The result was EMP havocraft that have second ability to transform midair to fighter aircraft!
The emp mod can only attack vehicles and structures while the fighter is faster and can only attack aircrafts without the need to reload, the catch however is that it's missiles are weaker from the Firehawk, so you can still see your hammerheads and firehawks as your primary planes for anti air attacks.
The Condor however is more like the Cryocopter×Megatangu from RA3, it have supportive and attacking rule that change it's behavior in unexpected way with a press of a button, but for balance sake it have 30s cooldown,
It also won't be able to gain veterancy due to me not find sane way to code it to it without getting reset upon unpacking (Rig, I'm looking at you... Oh wait, I fixed you didn't I?), I don't mind about it though because it was planned to be supportive plane anyway, and in my original plans it not was supposed to attack at all (the fighter mod was for escaping purposes.. Should I also note it the fastest plane in the GDI's fleet?),
So... please kindly ignore that issue or offer me creative way to solve it ;)
Either way I think it fine as it is now.
With that wall finish let move to the main reason this thread was made:
The Condor need to learn from you how to speak, what I mean by that? that I need your soul voice.
Since EA decided the Condor will take the firehawk's rule in C&C4, no voices for it could be found in the files, I did found some engine noises but that was all.
I could easily rename it and use other voice... but thanks to it unique behavior in KW I think a new voice will fit better.
So if you think you can voice it with good quality (and nice voice) please contact me (It can also be a female voice in case you wondered since it fit the ZOCOM's spirit... and since I'm not sexist ;) ),
I also need your help in giving it more lines or see if the ones I used fit the unit:
In EMP mod:
Electromagnetic Plane ready.
In EMP mod:
Select: Condor, standing by. Conder here. EMP is ready. Hover engines functional. Need my support?
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