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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Scrin Upgrade/Powers update (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : Scrin Upgrade/Powers update) Locked
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Apr 6 2011 Anchor

One of the biggest changes to the Scrin that we did was removal of the defenses and adding in the Scrin Upgrades/Powers system. People have really liked it, but I don't think we went far enough.

In the next release of the mod I plan on taking these ideas much further. Here is how it will stand in the next release.

D1 - Defensive Powers : This unlocks the Blink ability and the Land Mine ability on any units that can use these powers.

D2 - Hardened Shells : This grants all Scrin units anywhere from 5% to 25% increase in armor vrs kenetic weapons.

D3 - Living Armor : This grants all Heavy Support class units the ability to regenerate their health on the battlefield.

D4 - Personal Sheilds : This grants many Scrin units shields increasing their survivability substantially.


O1 - Quick Recharging Plasma : This significantly reduces the recharge timer on Plasma based weapons.

O2 - Tiberium Laced Weapons : Many units can now take in tiberium to ad additional damage to their normal attacks, making them very powerful and dangerous.

O3 - Mothership Deployment : Allows the Mothership to be deployed.

O4 - Rift Generator : Allows the Rift Generator to be built.


P1 - Tiberium Powers : All tiberium powers will become avalible to use. I will post what these powers will be later tonight in this topic.

P2 - Shift Powers : All shift powers will become avalible to use. I will post what these powers will be later tonight in this topic.

P3 - Ion Storm Powers : The Scrin can now call anywhere between 5 and 20 randomly placed and moving Ion Storms onto the map. These storms move around for a full minute doing damage to anything they come across (except Scrin units).

P4 - Tiberium Expansion : The Scrin can now shift Tiberium onto the field in random places across the map, causing damage in the areas that the Tiberium is now being summoned to. Anywhere between 5 and 10 new large Tiberium Fields will be placed on the map.

More to come!

Ok, now for more info on the powers. I want these choices to be things that a player really gos "Damn, do I do this or that?" Right now that's not the case, a lot of players skip different powers in favor of better options. Example, right now Defense 1 is shields where Power 1 is tiberium scan. Honestly, the scan can't beat the shields.

The powers are pretty self explanitory. The only thing is teir 1 powers and teir 2 powers are actually multiple powers unlocked by selecting them.

So now you got

1. Tiberium Powers
2. Shift Powers
3. Ion Powers
4. Tiberium Expansion

The Tiberium Powers are 2 different powers that give the player an overall advantage. The first is the Tiberium Scan. This scan lets you look at every tiberium field on the map and see which ones are being harvested, letting you know where the enemy is. Useful, easy to use, gotta love it. The second is a new power called Tiberium Grower. This lets you place a special Tiberium Accelerator anywhere you want on the map, and this building will generate a new tiberium field every minute at it's location. This medium size field basically will keep generating tiberium faster than a normal field, allowing a scrin player to dictate where his base will be whenever he wants.

The Shift powers are the ones that I personally am looking forward to coding. The 1st will be the Worm Hole, same as it is now. The 2nd will be a modified version of the single shift ability. Right now you can shift either a few of your troops or the enemys troops out of phase for a limited time. It's nice, but it's not really "wow" enough to do what we think it should do. This will be changed so that it covers the entire map when it is activated. It will only target Ally units and buildings, but will phase them for an entire minute. This should give the player the time that they need if they are under attack to protect themselves from the enemy and regroup. Think about what this really could mean. Also, I plan to try and make the shift cloak everything, truly acting like these units are now in a different reality. Finally, the Nightmare pulse will be moved to this set of powers, giving you the ability to shut down enemy infantry much sooner than before, while infantry are still an issue.

The 3rd set, Ion powers, is truly only a single power. You summon a massive Ion Storm to the map that moves about doing it's thing. The Ion storms will randomly appear on the map when you use it so don't try to use it as a targetable thing. However, as a harasment option or a defensive option it should lead to some interesting things.

Finally, the 4th power is truly awsome. It expands on the idea of the Tiberium Grower and go's full power. You can literally spawn many blue tiberium fields on the map in random places at once. Also, when the Tiberium Fields appear there will be a dementional shift and a shock wave will happen doing damage to any Non-Scrin units that happen to be around where this new field is about to appear. It's Random, and it has an awsome side effect of covering the map in Tiberium.

One last thing. This may be overpowering, but we won't know until we try it. The reason the Rift Generator has been moved to the 4th lvl power on Offense is because we're going to have the rift summon a mothership after it's done doing it's thing. This will signify that the Rift is being opened not to do damage but to summon in this powerful ally unit. If it's too powerful we may take it out, but I really want to try it and honestly not every player now will pick the 4th Offensive power every time. Think about it, you only get 1 Lvl 4 power, will you pick Shields, Rift/Mothership Combo, or Tiberium Expansion?

These powers should help make the scrin be what we want them to be. They are Tiberium Obsessed, and these different powers will expand on this allowing a player to either play the Scrin one of 3 ways. The Defensive Path is for the player that wants to overpower his enemy with powerful, unstoppable super units. The Offensive Path is for the player that wants to kill his enemy with a single blow with the Rift/Mothership attack. Finally, the Powers Path is for that player that wants to use many different spells and tricks to keep his opponent off balance while fighting only when they choose to fight. It should be interesting if I can pull off half of what I want to do here.

Apr 8 2011 Anchor

I really agree with the new scrin upgrade system idea, but is there anything that is going along with the missing scrin swarm, storm column, and lightning spike from the original.

Edited by: KiroXeiApex

Apr 11 2011 Anchor

they will be making a return in a way, but not as a direct power. shh, its a secret i have up my sleeve lol.

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