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.
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 game design. And with our own custom Xenoforce AI scrips in place it gives old players a new challenge to tackle. This update has been slightly modified from the original V2, some issues have been patched. Read the description for more information.
V2.1 - Updated changes
Added starting teams to each faction
Increased time in between Sphinx Cannon shots from 1s to 1.5s
Lowered Kodiak Summon time from 7 minutes to 6
Fixed Shock Troopers shroud clearing from 400 to 300 to fix firing issues
Changed the secondary damage type for the Griffin Missiles from Gun to Grenade to give it a bit extra punch
Fixed GDI "Infinite Cash" force shooting bug
Increased damage output from special bombs power delt by Black Operations Teams
Decreased Damage output from Seeker Artillery Cannons
Decreased Damage output from Gun Walker Mono-Fillimant Plasma Guns
V2 - For full details on what changes have happened in this mod check the recent news article.
A quick rundown of the changes are
1. New Units for each faction
2. New AI's for each faction
3. New ways to gather resources that are unique to each faction
4. New powers for each faction
5. New ways for each faction to protect themselves that fits that factions design