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.
Now that's what i call a detailed decription
The new description systems can give a good idea. This will have more information on units and structures.
Preditor? heh typos right? its Predator but we all know that.
I was about to point tht out too.
Yes, yes I like it!
I need a revised version for the history mods, the orange writing for a precise class description, for those who have no interest in reading a novel, and the main text body for a detailed historic breakdown.
Yea, so I was up till 4am doing these things last night lol. Typos will happen at that point. :p
I'm sure there will be lots of them, just let me know when you find them and I will fix them. :)
Ryan did you rebalance it the way you were talking about doing or is everything still the same as before.
I rebalanced it the way I was talking about. A lot of units were made slightly cheaper, some were made more expensive (the predator tank went up in cost but also is a lot stronger/able to survive longer now), and health / armor / weapon damage has been drastically changed on a lot of things to make different weapon types more unique.
For example : Each basic infantry troop for GDI has 50 hp. 2 bursts from a rifleman squad will kill these guys. Elites have 100 hp per person and Super Elites (Commandos and the like) have 150 hp. Or in other words, 1 wound, 2 wounds, or 3 wounds.
Infantry is still very important, but you no longer have 4 tanks held up by a single rifleman squad sitting there all day taking little damage because they have 300 hp per person (and in a squad of 6 men that's more hp than a pitbull or apc!).
Another example would be TOW missles vrs RPG Rockets. Missiles and Rockets each do the same type of damage (Rocket in the code) but the "blast effect" radius damage type of missiles are now cannon based where rockets are gernade based. This makes missiles slightly better against vehicles than rockets, but RPG's can actually hurt infantry some too.
Also I'm working on changing the code some so that missles will track their enemy where rockets won't. I'm trying at least. :p
what a bout those factions that are promised in the summary like the Earth Federation, the Zeon, the Invid and the Earth Robotech Defense Force. are you guys no longer going to the almost same kind of thing that you did to the Command & Conquer Generals game? i have not even seen any thing for either the Zeon, the Invid, or the Earth Robotech Defense Force. when are you guys going to start working on the Zeon, Invid and Earth Robotech Defense Force Factions? also when are you guys going to develop new sounds for the mobile suits because they sound way too much like the units from the original three factions?