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.
Just a quick upload, one of our users has said that he couldn't pick xenoforce for the AI type on the bottom 4 slots of 8 player maps and I wanted to show that at least on my version (which should be the same as his) it's not showing that bug.
Hrm?
May be a third-party map issue for me then. Going to test.
Ahhh, RANDOM can't be set to Xenoforce AI.
how did you do that? I never could get the Artificial Intelligence constructs to be set to XenoForce mode and what does the XenoForce mode do for the AI constructs again?
Well,if I am able to choose Xenoforce AI,then there must be something real bad on that user's side.xd.By the way,the NOD buggy ,,on death'' ability is a double-edged sword.They will spam them,you destroy one,and its like permanent self-emp.Also force attacking your own buggy while maneouvering it beetween your foes,is nice tactic too.).But I forgot to mention the most important.What kind of Xenoforce AI is ? more balanced,more rushing? some description of it pls?
The Xenoforce AI is (supposed to be) focused on expansion. It will constantly send out balanced attack forces but it's primary concern is to have as much Tiberium as it can get. For GDI and NOD that means taking other places. For Scrin that means focusing on a single base and maximizing it's potential.