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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A picture of the future Salamander death system NOD Colossus Repair Vessel
Blog RSS Feed Report abuse Latest News: Xenoforce Original 3 V2 Release

15 comments by azuza001 on Nov 5th, 2012

Well it's been a long year but we've finally got something here that we think deserves to be officially released. This is the new version of the Original 3 mod, using our own custom balancing system and unit classification system making it a unique playing experience for any seasoned CNC 3 player. And with our custom Xenoforce AI's to go against old pro's will have a lot of new challenges to try.

There are a lot of new changes here, almost every single thing has been modified in some way, so it would be impossible for us to give an entire rundown of what has changed here. However I will go into detail on the more general changes.

First we will talk about the general changes. The Xenoforce Reborn Mod is currently using a Class/Teir system. What that means is that each unit in the game falls into 1 of 4 different Class's.

Offensive units are units designed to take a hit. Their health is set to 50% higher than what it should be for a unit of that Armor Teir. Assault units are units designed to get first hit in. Their attack range and damage output is set to be 25% higher than the weapon the unit uses allows. The 3rd class is Repair, these units are designed to keep others operating in the field. Finally you have Utility class units. These are Units that have a lot of different special abilities or powers giving them an extra edge in specific situations.

The Teir aspect of this design is very simple to understand. Each unit has a Weapon / Armor / Utility teir set. A unit with a Weapon Teir of 1 is able to easily deal with enemies that have an Armor Teir of 1 as long as that weapon is designed to deal with that unit type. So a unit that has a Weapon Teir of 3, Armor Teir of 4, and Utility Teir of 2 will be able to deal with enemies that are Armor Teir of 3 pretty easily while being able to survive anything lower than a Teir 4 Weapon pretty easily as well. Finally that Utility Teir of 2 means that this unit has at least 2 special features, be it detect stealth, stealth, generate funds, extra armor, ect...

Second up is GDI.

GDI News Pics


The GDI forces are all about deployment. Their most powerful units are able to be deployed to the field easily and for free giving GDI the ability to build up a massive force of units and then pound their enemies to dust. GDI forces specialize at two different types of tactics, Swarm Attacks and Seige Campaigns. With many different choices to pick from for artillery attacks, the ability to deploy 3 different types of Zone Armor Troops with Defensive Rig support, and the venerable Kodiak Escort Class ship to go to if everything starts going south GDI is a hard force to deal with.

GDI News Pics

Third up is NOD.

NOD News Pictures

NOD has undergone a major change. They are now the centerpiece of our storyline. After the 2nd war and CABAL was defeated NOD needed a new leader to help them move forward after the loss of Kane. In the end the NOD that emerged from that 2nd war was nothing like it's older self. NOD was transformed into a multi-billion credit company run the Memory Matrix AI LEGION. LEGION had 4 specific lines of research that it had NOD focusing on. In game this means that there are 4 different Doctrines that the player can research to give their units an edge against the Scrin Forces that LEGION knows are coming. After all, who would know better at how to defeat an enemy than one of their own AI's?

The Sector 9 Doctrine is designed around building a cybernetic army of super-soldiers. These forces are made with the idea to make the ultimate secret units that are easily produced off the assembly line. Using the brain scans of Natasha, one of NOD's most effective and lethal special agents Sector 9 has been able to make mechanical recreations that are faster, stronger, and much more deadly than the original could ever be. Sector 9 also focus's on Laser Technology giving many of their units some form of laser weapon type with their upgrade.

The Homeland Defense Doctrine is designed around needing a first response team. Soldiers equipped with powerful armor, flamer and melta weapon technology for dealing with Scrin Shields and rapidly teleporting infantry forces, and missile packs that allow them to fight an enemy no matter where they are.

The Tiberium Guard Doctrine is based around the realization that no matter what the Scrin would be able to get to the Tiberium on Earth. So Legion focused these forces around being there when they did. Able to work in small groups, equipped with powerful kinetic weapons with thermite ammunition, these forces are the last line of the NOD defense against an enemy they know are coming.

Finally the Black Operations Doctrine are the one force that LEGION decided that NOD needed to deal with GDI forces. LEGION had no direct quarrel with GDI but it also knew that GDI would not let it go unchecked with it's preparations for the Scrin. So it developed the Black Operations teams, forces that were designed to keep GDI at bay and off balance long enough for the rest of the Doctrines to come to fruition. Black Operations teams have different powers and abilities that they use to hit the enemy right where it hurts.

But thats not all. Legion knows that no matter what it does to prepare for the Scrin that it would need something special for dealing with Scrin Capitol Ships. The Salamander would be sufficient to counter GDI Air units and Kodiaks but for the Scrin it needed something special. And for that it built the Medusa Memory Matrix. This special structure takes 15 minutes to go from built to completed, but even at 25% completion it's able to act as it's own base. It produces its own money. It produces its own power. It produces it's own structures. It is a base all on its own. But once it deploys its a completely different beast. In the air it's main purpose is to be able to destroy Scrin Capitol Ships while staying far enough away to not worry about enemy fire. And finally, if Legion finds that all is lost it can use the Medusa to escape this Solar System and start over elsewhere. The Medusa is LEGION's escape plan.

NOD News Pictures


NOD News Pictures

Finally we have Scrin

Scrin Pics for news

The Scrin are a completely alien force in the game. And they are at war. They use Tiberium to survive, to expand their galactic empire, and to make sure that they are the only race that lives. For thousands of years they did this sucsessfuly, sending meteors covered in Tiberium to different planets and then years later moving in to harvest the crop.

And then they came across a planet that did not seed properly. They came across the new home planet of the Invid. The Scrin / Invid war has gone on for centuries. It is now coming to a close with both forces on the brink of collapse. The tipping point is that Tiberium, the energy source that the Scrin use, and Protoculture, the energy source that the Invid use can not co-exist. Tiberium corrupts and destroys Protoculture, but Protoculture is a much purer and more powerful source of energy. Now there is only one planet left that is ready for harvesting according to Scrin Sensors. This planet was not due for harvesting for another 30 years but with an entire planet ready to harvest it would be just enough to tip the war into the Scrins favor. However there is also a Protoculture energy pulse coming from the planet so the Scrin need to get there and remove it before the Invid find it and move to stop them. They can not afford to lose this planet. Their entire civilization could hang in the balance.

But they were not expecting the planets original population to alive when they got there. They never expected the floating cylinders in space housing millions of humans, or the massive number of troops scattered across the globe fighting each other, armed to the teeth. And the rich fields of Tiberium ready to be harvested were not there as well. Someone or something had tricked them into coming to the planet early. And they are not happy about this.

Scrin Pics for news

The Scrin force is based around their upgrade system, called the Scin Bio-Index. Using the Bio-Index the Scrin can manipulate their Bio-Armors, Bio-Units, and Escort ships performance to get the optimal performance out of their forces. The main ground forces of the Scrin, the Bio-Armors, are very powerful and versatile. They have 3 types that they use, Silver Bio-Armors are the bread and butter ground force for the Scrin. Emerald Bio-Armors are designed to slow the enemy down and protect Scrin Harvesters so that they can get their job done. Finally Ruby Bio-Armors are powerful leaders with the ability to increase the performance of all units near them. The key think about Bio-Armors are even when they die they are not done. Bio-Armors are piloted by Bioroids. Bioroids are elite infantry units that escape Bio-Armors as they die allowing them to continue to fighting.

But the key force of the Scrin army are the Scrin Capitol Ships. These powerful flying fortress's are a match for anything else on the field weaker than a Medusa Memory Matrix. These ships are able to deal with enemy forces that would stop an entire enemy army. And they are able to be mass produced. Given enough time nothing can stop a Scrin Capitol Ship force in mass. Nothing.

Scrin Pics for news

Downloads RSS Feed Latest Downloads
Xenoforce Original 3 V2.1

Xenoforce Original 3 V2.1

Nov 5, 2012 Full Version 28 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

Oct 14, 2011 Full Version 60 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...

Xenoforce The Original 3 Version 1.1

Xenoforce The Original 3 Version 1.1

Jun 11, 2011 Full Version 12 comments

This is the release of Xenoforce : The Original 3 version 1.1. It contains a totally rebalanced and retooled workup of the original 3 factions. This is...

Xenoforce Alpha 9D

Xenoforce Alpha 9D

Mar 13, 2011 Full Version 5 comments

The long awaited Xenoforce Mod Alpha 9D is here! This update includes a totally rebalanced system for all of the major forces, along with the AI for the...

New Faction AI Code

New Faction AI Code

Feb 6, 2011 Source Code 13 comments

I just wanted to put my source code for adding a new faction with a new AI on here so others who are interested in moding could take a look at it and...

Xenoforce Reborn Alpha 0.9C

Xenoforce Reborn Alpha 0.9C

Dec 22, 2010 Full Version 9 comments

This is a fully updated mod that brings the UC side of the Earth Federation to almost 100% completed. The only things left to do other then basic balancing...

Post comment Comments  (0 - 10 of 1,398)
Draggo90
Draggo90 Jun 20 2015, 1:10am says:

Are Xenoforce Original 3 and Xenoforce Reborn 9E the same mod? I'm confused here.

+1 vote     reply to comment
elflord262
elflord262 Jun 21 2015, 10:53am replied:

Also O3 doesnt have EF.

+1 vote     reply to comment
UltraKiroXei
UltraKiroXei Jun 20 2015, 5:18pm replied:

The difference with these are only Beta Test Version, which we have not upload the mod. All of the versions are gameplay development, so there is no finished mods.

+1 vote     reply to comment
slothman320
slothman320 Jun 15 2015, 4:37am says:

Hey there. How do Install this game with windows 8? I can't find it in my documents like in windows 7.

+1 vote     reply to comment
Guest
Guest Jun 15 2015, 10:04am replied:

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slothman320
slothman320 Jun 18 2015, 2:05pm replied:

neither, steam

+1 vote     reply to comment
UltraKiroXei
UltraKiroXei Jun 20 2015, 5:31pm replied:

The Windows 8 Version is the same version of windows 7: Copy the Mods (Using only the WINRAR); click to Start (Windows 8 Logo), Documents or (Default on the Taskbar); click Command & Conquer 3 Tiberium War/ mods (If not found, create the folder.); Paste it on the "mods" folder; extract the files using WINRAR. Next click to C&C 3 Shortcut (add typing with "-ui" ); click on "Browse", Mods, then Xenoforce Reborn Mod.

The steam walkthough is also here: Moddb.com

+1 vote     reply to comment
slothman320
slothman320 Jun 21 2015, 3:23am replied:

Right so I got the mod installed and the Mod folder is coming up with the launcher but no mod shows up in it. I've got the xenoforce mod in the folder.

+1 vote     reply to comment
azuza001
azuza001 Apr 9 2015, 6:31pm says:

Another update for everyone who is patiently awaiting our update. Its going to be a lot longer than we originally thought. This is due to us making a hard decision when it comes to the mod, which is the state of the factions. It has taken us over a year to redo NOD for many different reasons but in the end NOD is defiantly worth the wait. While other factions like GDI and Scrin hold up decently (this part is arguable, they will have to be looked at at some point in the far future for fixing) the Earth Federation was horrible. To play as NOD and then switch to EF was such a jarring difference that in all honestly there is no way I was going to release this like it is. So after we're done with the NOD changes that are still being done (just final touches, making sure bugs don't cause some units to become able to be exploitable) we need to go back and make EF-UC function properly and not be the "Meat Grinder" experience that it is.

+3 votes     reply to comment
Valherran
Valherran May 17 2015, 6:21am replied:

Any BETAs gonna be available?

+1 vote     reply to comment
Dougbendo Creator
Dougbendo May 25 2015, 12:41pm replied:

One thing I think is important for all of you to undestand is that our project is going through MASSIVE changes. You wont see all of them in the next relsease. I can promise you that you will see some if the major changes though. The fact is Our team has grown as developers in working on this project in ways were never even conseved when it first started. All I can say is that it takes time.

+2 votes   reply to comment
azuza001
azuza001 May 24 2015, 7:30pm replied:

At some point. I am hoping by the middle of June, just when schools around here are getting out, we should have something for everyone to test.

+2 votes     reply to comment
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Released Oct 2010
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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, 6:55am by mangakaninja

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