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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3 comments by egozi44 on Aug 18th, 2014

asd


Many thanks for your opinion, After looking at the comments I've deiced that option 2 may be the way to go (To make only specific tier 2 and 3 infantries as stealth detection)

Some of you wanted option 1 or 3 but 2 is kind of a mix between the two and can make the armies more unique from one another.

I'm thinking about what type of infantry will be changed

   Jeffman12 , kh@lil,  zero99913,  Templarfreak,  and tyronebiggum7 noted some imported things I had in mind,


So that what I think so far (tell me what your opinion) :


To make only specific tier 2 and 3 infantries as stealth detection


for GDI: Sniper team, zone troopers (close range before upgrade), Commando All in mid range

Zocom: Sniper team, zone raiders (close range before upgrade), Commando All in mid range

ST: Combat Engineer in mid range 

The idea is to make  Sniper teams and Zone raider's upgrade more useful 


NOD: Shadow team, commando, All in mid range

Marked of Kane: Shadow team, Commando,  All in mid range

BH: Confessor Cable, Commandos All in mid range 

The idea is the same as GDIs, to make Shadow team more useful while making BH not only non-stealth  army But also as Anti-stealth army (They hate stealth  after all :) )


Scrin: Assimilator (in close range only), Ravagers, Shock troopers, master mind,

T97: Assimilator (in close range only),  Ravagers, Shock troopers, master mind,

R17: Assimilator (in close range only),  Ravagers, Shock troopers)

The Assimilator is included since it scrin we talking about and they always tend to have a little advantage over other armies, the only reason that the Shock troopers are included is because they can shoot on plans when upgraded and that Scrins don't have many infantries squads so I thought I will live with it


What do you think?

Post comment Comments  (0 - 10 of 20)
tyronebiggum7
tyronebiggum7 Aug 17 2014, 6:20am says:

I think the best course of action would be to either...

1. remove it entirely because it ruins the already limited use of land mines.

or

2. move it to the commando units (mastermind, nod and gdi commando). In this way your $2000 unit doesn't get blown to smithereens and from an immersion perspective it would make sense that commandos are more 'aware' of their surroundings (landmines) and better trained than regular soldiers (like how commandos can't be mind controlled).

or

3. equalize nod and scrin stealth infantry detection by adding stealth detection to shadow teams and ravagers. This way gdi has stealth detecting snipers (good for spotting vertigos before they reach your base) and scannerpack upgraded zone troopers. That way each side has at least one infantry unit that can detect stealth and it helps make shadow teams and ravagers a bit more useful. also each side having one stealth detecting infantry is helpful if your vehicles and warfactory are destroyed and you need a quick stealth detecting infantry while you rebuild.

Personally I think option three might be good for a change of pace, option one would be the next best choice and option two might also be worth considering. Always bear in mind though that you don't want to add TOO MUCH stealth detection or else stealth becomes ineffective.

+2 votes     reply to comment
bogdanov89
bogdanov89 Aug 7 2014, 8:21am says:

Is your unofficial 1.04 patch in any way related to:

Gamereplays.org

That patch is called unofficial 1.03 - so i thought your 1.04 might be an update to the 1.03 version?

+1 vote     reply to comment
egozi44
egozi44 Aug 8 2014, 9:51am replied:

I P.M you about your reply ;)

+1 vote     reply to comment
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egozi44
egozi44 Aug 8 2014, 10:13am replied:

You can always play other games or use EA's patches ;)

+1 vote     reply to comment
Jeffman12
Jeffman12 Jul 31 2014, 10:30pm says:

Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.

+1 vote     reply to comment
egozi44
egozi44 Aug 8 2014, 9:55am replied:

The Refineries already set to 2000 Jeffman12 :)

The patch is direct balance changes from my KW classic mod, which is a mod that moved most of the balance to how it was in ver 1.00 with the bugs fixes and some other fun stuff

my UO Patch 1.04 not relate to 1.03 and take most of the base balance from ver 1.00 with 1.01 + 1.02 bug fixes and some balance tweaks that where left from 1.02 to make the game fair.

You can read my change log in the news section (I lazy to post picture on every little change I do, but I keep the change log updated)

+1 vote     reply to comment
egozi44
egozi44 Jun 19 2014, 11:01am replied:

Well I never saw it as OP and always thought that it make sense
since the Slingshot hovering and Tir2 unit, but I will check it out, if it really that annoying and OP then I may change it to either tir1 crush only or either disable it's crush ability at all.

I aware that the A.I tend to make dozen of them and love to use them for crushing, but the UOP 1.04 is mostly for online games rather then A.I match, but it still more then possible to play against A.I

(I think that what EA done with ver 1.01 and 1.02 was actually way worse for Single players since they mostly change stuff to work for online games in mind and ruin the way the A.I act and made some SP missions near impossible on hard.. never retried them on normal though so I can't say if Normal is impossible as well)

+1 vote     reply to comment
Valherran
Valherran Jun 19 2014, 9:46pm replied:

Wasn't just AI, it was other players too that abuse it. I have done it myself, and it is totally cheap. It moves way too fast to be allowed to have crushing capability. Nerfing the speed won't be the answer because it undermines the purpose of the unit.

+1 vote     reply to comment
egozi44
egozi44 Jul 9 2014, 6:31pm replied:

Sorry for the Slingshot thing, I still have to check it
:(

I thought about idea where the Slingshot many be able to crush only in one GDI army but I still don't sure about it (it sound too unrelated, unrealistic, and unfit to the game... and making new Slingshot that just different from the others by being able to crush is a bit funny... though I did done it for BH buggy)

+1 vote     reply to comment
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