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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Report RSS A shot of the Whitebase and it's support team (view original)
A shot of the Whitebase and it's support team
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azuza001 Author
azuza001 - - 1,381 comments

The screen shot doesn't do the attack justice. It's very cool to see, it's kind of a shot-gun effect with 2 different looking projectiles at the same time that just slam into an enemy unit / structure leaving it seriously damaged. And the core fighters there, while more of a nuisance than a real threat do keep the enemy off of the Whitebase so that it has a chance to complete it's mission.

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Zelgan
Zelgan - - 28 comments

I really hope you haven't figured out a way to portray the massive amounts of plot armor that thing had.

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azuza001 Author
azuza001 - - 1,381 comments

Do you mean "is it so toughly armored that there isn't any way to take it out and it will rain distruction down on anyone who tries to stand in its way?" Lol, I'm balancing it right now, I'm going for a "game balance" and not a "but it was able to stop an colony drop by itself in the show" kind of setup here. Still, it's a powerful ship and it's weapons should show that I think.

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azuza001 Author
azuza001 - - 1,381 comments

Oh, and I also just realized that somehow I made it so that the weapon itself is targetable by the enemy units. So they can and will target and destroy the gun first then once it's dead they will target the White Base. After 10 seconds the gun is "repaired" and the Whitebase will start to fire on the enemy again. Pretty cool, I think I'm gonna keep that in like that.

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Mernom
Mernom - - 718 comments

nice idea,allwase destroy the guns first if the ship is too armourd.

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Zelgan
Zelgan - - 28 comments

I love you Azuza. I really do, Sieg Zeon you glorious person you! Oh and may I ask how you are going to include the Zaku tanks?

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azuza001 Author
azuza001 - - 1,381 comments

The Zaku tanks? We haven't decided on a list of the zeon mobile suits yet or how they are going to work in the game.

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KiroXeiApex
KiroXeiApex - - 512 comments

Now thats much better, but why it fires the bullet on the bottom of the White base with no bottom turret on.

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azuza001 Author
azuza001 - - 1,381 comments

I can't put a turret there Ultra because the gun is actually being fired from a seprate "unit". this invisible unit actually flys just below the ship and works independently of the ship, it was the only way to do it, I simply can NOT mix attack code in to a ship thats using air transport code. If I find a better way around this, but at the moment this is my only choice. And as it is a seprate unit I can't tell it to be anywhere other than directly under the ship. If I put a turret there then the turret will push the unit out of the way (much like how the Madea can not drop the crates directly on the drop site, the model itself is simply in the way.

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KiroXeiApex
KiroXeiApex - - 512 comments

Seems its difficult to put a turret under the ship.

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Description

Finally got a good pic of the Whitebase firing. The Whitebase and it's support aircraft will attack any enemy target, troop or building, randomly as they fly in to drop off their cargo. The capitol ship can do some serious damage too.