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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GDI Sphinx and Griffin
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OmeG Apr 4 2012 says:

Hmm... two hovering units? It would make sense that these units would be able to "hover" over water, providing GDI with a unique strategy. So I'm baffled by your previous picture description that they cannot traverse water.

As for the jump-jet ability, I'm hoping you might add Orca look-a-like side boosters or jump-jet pack like objects to the sides of these vehicle models. This would visually give the effect that they have the actual ability to lift their ~200+ ton frames and ordinances into the air for a limited distance. Maybe for added realism's sake, the vehicles are made of polymer, and cannot sustain heavy damage.

Great progress! Hope my thoughts help! :D

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azuza001 Author
azuza001 Apr 4 2012 says:

The problem with hovering over water is one that we've discussed before. It's not even hovering over water thats the issue it's water itself. The CNC3 Engine does support navel units. It also supports units moving into water and out of water.

The Maps however do not. The Maps have had the water blocked off and marked inaccessible to all targets so even if I put the code in to allow them to move over water (which I have done before) it won't matter until someone go's into each and every map with water and changes the maps them selves. And I'm not about to start learning the CNC Map software at this time, too much other stuff to do with the mod.

So my solution was to give them the "jump" ability. I don't find it hard to believe that these things are able to get up far enough off of the ground to move like that. There actually are quite a few things to support it. First all they would have to do is push more power temporarily into the engines to gain that extra hight.

And these things can't take a lot of damage your right about that. They have less armor than the Predator Tank does.

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OmeG Apr 4 2012 says:

Ah, yes now I remember, but I thought it was for one of the Zero Hour mods. XD

If I actually had time, I'd change the maps for you. :D

The last part I guess I just wanted to see a flashier new model rather then a rectangle flying through the air. XD Maybe with some vapor trail or motion blur effects under the model, it would portray the sense of thrust that the unit is creating to propel it through the air.

Always a pleasure to read your replies! :D

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azuza001 Author
azuza001 Apr 4 2012 says:

Yea, I'm going to look and see where the code lies for adding an effect in when it does this. I'm sure it can be done, just not sure where yet.

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jasonboy16 Apr 5 2012 says:

ooh wow!

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Ok, I lied. Another pic. I'm on a roll, what can I say? Must be all the Monster Rehabs I've been drinking lol.

Anyways here's a pic of the Griffin and introducing the new GDI Sphinx. The Griffin you'll already know (it's just a new name for the MRLS as MRLS to me always seemed so generic). It's the alternative to the Ballistic Juggernaut. While it's true the Juggernaut does have greater range and firepower the Griffin is faster, able to temporarily fly to get right to where it's needed, has a greater "splash" radius payload for doing damage over a large area, and is cheaper.

The Sphinx though is the unit you'll want to watch out for. It's equipped with a massive sonic cannon that while is useful against ground targets it's real purpose is against air units! Yes this amazing machine can target both ground and air targets, it's one of the FEW GDI ground units that can deal with air units and the ONLY teir 3 unit that was designed to actually fill this roll. Oh, and it also has the jump ability for rapid deployment. :)

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Apr 4th, 2012
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