The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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This release shows off the beauty that is the Earth Federation UC forces in the Xenoforce Reborn mod as well as fixes many bugs from the NOD and Scrin faction sides. To give a bit of history of what this release means in the game -

After the Firestorm Crisis there were a sub-faction inside of GDI that were upset over the outcome. These political leaders of the sub-faction were upset over the need to partner with NOD as well as the direction GDI's military leaders were heading in. GDI's original purpose had been abandoned in favor of global rule, and the nation leaders of this sub-faction had come to realize they had given the keys to their countries away willingly on the promise that GDI could stop global terrorism and destroy the Tiberium Threat. The simple fact that GDI had started to team with the same terrorists that they were built to destroy was the last straw.

However only one nation in the sub-faction had the funding, the power, and the ability to build a new army, a hidden army, and the political clout to break away from GDI and not worry about direct reprisal from GDI. This was the beginning of the Earth Federation, and that nation was the United States of America.

A few days after the end of the CABAL Crisis, with both GDI and NOD forces weakened from the war, the United States launched a large fleet of capitol ships from a secret base in California. These ships flew directly to Australia, a continent that was largely still under the control of NOD. The United States threw everything they had built at NOD. As the ships landed on Australia the forces of NOD attacked, using their Tick Tanks to produce mobile defensive turrets, Stealth Tanks making hit and run attacks, and Mobile Artillery raining shells down upon the ships as they tried to land.

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But all of that did not matter. As these ships landed they opened their bay doors and a new technology never seen before on Earth walked onto the battlefield. This technology was called the Mobile Suit, and the most powerful of this tech was called the Gundam. These suits made quick work of NOD. The Gundams were made from a type of metal which made the artillery and tick tanks attacks virtually worthless, and many of the suits were equipped with stealth detection technology allowing them to see and allow other suits to see the Stealth Tanks and wipe them out. The first skirmish between NOD and the US was a slaughter that lasted only 15 minutes, with only a dozen Mobile Suits falling to the forces of NOD.

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Over the next week the ships and suits crossed Australia wiping NOD out as they went. During this time the US stood up and publicly delivered their message, that they were no longer a part of GDI and that if any nation which wanted to also leave and follow the original purpose of GDI, to destroy terrorist threats across the globe and rid the earth of Tiberium would be accepted into the new Earth Federation they were able to also offer something of value in return, be it resources, strategic location, or anything else that the EF may need. In the end NOD surrendered Australia to the new Earth Federation and escaped to Russia, the only other country in the world that was large enough and strong enough to not only accept the fleeing forces of NOD but also motivated enough to stand up to the United States. Even under GDI neither Russia or the United States got along very well so Russia was the perfect location to escape to.

After NOD left Australia the US left a large protective force behind and began the task of giving Australia back to its original governmental body and in turn the new Australia Government became the first new member of the Earth Federation.

This brings us to the release. The EF forces in this release are the UC side of the EF and a bit of DOME. You will get access to GM's, Gundams, and more. The AI is fully functional, with many different tactics reprogrammed in. And I do suggest you try your hand against the new NOD AI that I have programmed in, EXPERIMENTAL XENO AI, it is a lot tougher than I expected.

Xenoforce Podcast Episode 1

Xenoforce Podcast Episode 1

News

To go with our new release schedule for the mod we have decided to start a news system to help communicate more with you, our fans. The Xenoforce Podcast

Xenoforce:03 - Bug Hunt Release

Xenoforce:03 - Bug Hunt Release

News 2 comments

Its been 4 years, but has it been worth it? New about the new update to the mod!

Xenoforce Original 3 V2 Release

Xenoforce Original 3 V2 Release

News 15 comments

The long awaited release is finally here! With a new balancing system, new units, and new designs this is the best version yet!

Xenoforce 9E Released!

Xenoforce 9E Released!

News 24 comments

Are you ready for another layer of Command and Conquer? This release brings 5 factions to bear against each other, with fully working and custom AI scripts...

RSS Files
xenoforce FOOWW 011B

xenoforce FOOWW 011B

Full Version 10 comments

This is a full release, but also an update to 0.11A that fixes quite a few issues.

Xenoforce Reborn : Forces of the One Week War

Xenoforce Reborn : Forces of the One Week War

Full Version 11 comments

This is the latest release for the Xenoforce Reborn mod. This mod adds the Earth Federation back into the MOD.

XenoPod001

XenoPod001

Audio 3 comments

First episode of the Xenoforce Podcast, hosted by Dougbendo!

Xenoforce:03-Bug Hunt

Xenoforce:03-Bug Hunt

Full Version 18 comments

Here is the release for Xenoforce:03 - Bug Hunt This is a final release version of the mod, but more importantly its a bug hunt for the mod. If ANY bugs...

Xenoforce Original 3 V2.1

Xenoforce Original 3 V2.1

Full Version 29 comments

This is the 2nd release of the Original 3 MOD. Using an all new Class/Teir unit design for balancing the game it puts a unique spin on the typical RTS...

Xenoforce Reborn 9E

Xenoforce Reborn 9E

Full Version 51 comments

In this release of the Xenoforce Reborn mod we have added an additional faction to the game, Earth Federation AW! For a complete list of changes and additions...

Comments  (0 - 10 of 1,734)
alexyoung31586
alexyoung31586

Don't worry, we'll get to the Invid soon enough

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Dougbendo Creator
Dougbendo

So I want to know what are you guys looking for in a Zeonic faction?

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frozenparagon
frozenparagon

ignore, wrong spot

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frozenparagon
frozenparagon

I feel like a reinforcements power would suit them well. space drop stuff. mobile armor powers of some sort maybe? like airstrike or units that summon for a timed interval maybe the mobile armors come to mind. they always seem to have those 10 to 1 to other factions. i'll try to drudge up various zeon happenings from the way too many gundam series' i've watched in the past and see if i can offer any relevant suggestions... or completely forget to do this

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frozenparagon
frozenparagon

one thing that kinda makes sense is the ability to overload reactor for extra power and/or a kamikaze mode. not sure if thats a good idea, but thought i'd put it out here

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alexyoung31586
alexyoung31586

Adding to the Overload reactor thing, I would like for the overloaded reactor to have its armor reduced by a quarter to make it easier to kill and having it become a magnet for enemy fire. Therefore rendering Overload Reactor a very risky proposition for the extra boost in power you get.

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Dougbendo Creator
Dougbendo

The concept sounds interesting on the overload reactor. The question I have is should it be for boost ability or beam ability? Think about it. If you have a higher out generator then you can have a greater be ability.

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frozenparagon
frozenparagon

why not both? since the reactor is the core of the unit and powers both things. assuming the beam weaponry is tied into suit power and not gun-power-pack based. on that idea and directly related to the reinforcement theme i proposed. maybe a summoned power unit based or sidebar based that deploys stronger weapons to the field? as if the units are getting airdropped beamzookas or heavy beam rifles? 5 seconds of double fire power? actually double might be a bit much.

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Dougbendo Creator
Dougbendo

well the reason why would be the cost. Take a zaku for example: lets say the zaku cost 1000 credits. But if the unit were to have an ability to "over drive" it reactor then you would have to relook at the over all cost of the unit. So lets say each added ability was worth 1000 in there own right. That would mean boost would be 1000 credits and beam weapon ability would be worth 1000 credits as well. That would make the zaku 3000 credits!

Now you can get a 3000 credit zaku for only a 1000. So we look at what way you can drive the cost down. Reducing armor and hp is one way to do it but agen the up grades are worth more the then zaku is so how far are you going to drive them down? Even if you were able to match a 1000 of the 2000 credits for the upgrade that mean you still have a $1000 credits that have to be payed for. That means the Zaku now have to cost 2000 credits to take on an upgrade it doesn't have in game yet, lol. Then when it does get its upgrade it looses half of its hp/ armor to gain a boost that MIGHT work along with greater attack power.

Remember its all about keeping things balanced. To me a zaku that cost 2000 credits is just now worth it. Leos and Gm Customs can easily over take them at that rate.

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frozenparagon
frozenparagon

ah i see. that's a different idea than mine. yours is more akin to an upgrade, where i was thinking of mine more in how the chinese nuke reactors had a toggleable ability that also damaged the unit. it doesn't have to be damage, it could just be increase abilities by 2x while increasing damage taken by 2x or even have a portion of health drop either incrementally for the duration the ability is active or a set amount like the stimpacks the marines use in starcraft. they way you describe it... maybe both, but u can only choose one? otherwise i'd say speed for some weapons for others, but i'm not well updated on my zaku lore to suggest which gets which. there's always global upgrades like a mark 2 or 5 or whatever number reactor upgrade.

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Valherran
Valherran

I'm not looking for anything in particular, but just looking for what you guys have in store.

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alexyoung31586
alexyoung31586

A bit of back story, detailing their contempt for the EF for a start.

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Dougbendo Creator
Dougbendo

The back story is there although we may not have talked about it. Im talking what kind of units and abilities would you like the spacenoids to have.

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alexyoung31586
alexyoung31586

A basic Zaku that's easy enough to build up, and can tangle with anything equally well. Although it shouldn't perform all that great against any one type of unit: a benchmark, if you will.

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Dougbendo Creator
Dougbendo

so I you saying just go one year war?

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alexyoung31586
alexyoung31586

So to speak.

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azuza001
azuza001

I cant see doing just one year war with zeon. If anything we go to 0084 like we did with uc. But how we do it, do we add zaft in, what suits do we use, these questions wont get amswered until we have a game plan fully fleshed out with zeon.

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alexyoung31586
alexyoung31586

One year war was naturally just the beginning, after all.

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Dougbendo Creator
Dougbendo

No Zaft

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alexyoung31586
alexyoung31586

Okay, once we get Zeon sorted out, then we get to the Invid. Besides, Zeon and Zaft are more or less one in the same, anyways, and adding ZAFT in would be rather redundant.

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Highest Rated (6 agree) 10/10

ive played both xenoforce and xenoforce reborn, all i say is; reborns has more potential, and is deeper than the original game. everything is improved, balanced, optimized. i have nothing bad to say about xenoforce reborns, except the updates are " a little little, very small, little" bit slow, other than that: 10/10 sure, its just an alpha, ive considered that in my rating. but still phuking unjoyable! sound: ~/10 (not dramatically changed) graphics: 8/10 good mods, could use some twinkling though…

Jan 23 2011 by mangakaninja

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