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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Media RSS Feed Report media Sector 9 Agent Upgrades (view original)
Sector 9 Agent Upgrades
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UltraKiroXei Mar 9 2012, 10:23pm says:

AH, You are almost there Azuza001, you still got the right design near one of my similar ideas.

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azuza001 Author
azuza001 Mar 10 2012, 4:00pm says:

As much as I hated doing this (it was a lot more tedious than I expected) I still have 3 more squads to do. I'm most looking forward to the Tiberium Guard upgrade, picking their doctrine will hopefully push NOD into a more siege army than it currently is and it will be fun to use if it works right.

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UltraKiroXei Mar 10 2012, 5:36pm replied:

Whoa, you got the missing point, I figure it out at the bottom right corner. It might be useful for the coding. I'll give you an one of my examples:
Single Unit: GDI Abrams 03 Tank
Normal Equipment: Normal Cannon Shell; Upgrades to Rail gun weapon
After seeing on the Bottom right corner; I already figure it out from the UI. Here you can put coding like upgrades, changing weapons, ability use and one-time equipment:
Mirage tank weapon
Prism Tank weapon
Missile Tank weapon
Chronoshift Ability < Requires Chronosphere upgrade.
Normal Treads; Upgrades to Hover mobility upgrade
Armor; Upgrades to Composite Unit Armor

Here it goes, guess what kind of code it is.

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azuza001 Author
azuza001 Mar 10 2012, 6:51pm says:

The avatar code? We tried that once, its easily doable but the ai doesnt use it properly so we abandoned that design for a setup that the ai can deal with.

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UltraKiroXei Mar 10 2012, 7:10pm replied:

So It still difficult! This "AI doesn't use it properly", the AI doesn't work with when equipped with weapons. But, It's not that hard. Try to take a look at and play one of the other C&C mods like "Tiberium Essence, Tiberium Apocalypses, C&C Fallout, Mideast Crisis 2, Tiberium Wars Advance, C&C New Experience, Alternative Warfare, C&C Forgotten, Tiberium Secrets, and Heroic. From there you can find the AI, new codes, and extra. These mods still have codes to work and an AI techniques, but you have to extract the .BIG files and open the .manifest files.

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azuza001 Author
azuza001 Mar 10 2012, 8:19pm replied:

I did not say the AI could not use it. I said it doesn't work right, and it doesn't. The AI only uses the upgrades once it takes damage. As far as looking into other peoples mods I do not do that. Thats almost like theft.

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UltraKiroXei Mar 10 2012, 9:29pm replied:

Ummmmm not that, its just the modders example code anyway. Here's the possible hypothesis way. For the one limit weapon class example. When an AI selects the unit and chooses in one of the five weapons by a random chance one time only. Then the AI selects the units weapon with one time random chances. On the other hand, if the random chances has not reached after the one time. Then the AI's unit weapon will stay normal.

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azuza001 Author
azuza001 Mar 10 2012, 11:28pm says:

The current design is that the AI chooses one of the 4 doctrines and all units modify based on the doctrine to follow that organizations fighting style.

Which house the AI go's with should be random as far as I can code/tell.

Also there is a very real limit on how many weapon upgrades a unit can be given. You can have as many weapons as you want on a unit but you can only do a maximum of 3 weapon upgrades on a single unit code wise, the code simply does not support more than 3 weapon upgrades. You have to come up with "trick" upgrades after that to get the same result.

So for example if you have a unit that has an assault rifle and you want them to upgrade to have a light machine gun like a 50 cal. instead of giving them a weapon upgrade you can give them attribute modifiers instead, increasing their damage and fire rate by 50% for the same effect. You then have the tracer code swap from the normal tracer round to a different color when said attributes are activated to have a different effect. The end result is the unit now has a stronger and faster firing weapon without actually doing a weapon upgrade.

I'm not saying your idea is wrong, or that we can not do it. I'm saying that from an AI and gameplay stand point it's not only really annoying to have to build a unit then pick each individual unit that you've built and "upgrade" them each to the weapons you want (especially when you have over 50 of said units on the field) AND have an AI that gives a reliable play ability doing it that way. Doing it all from a single upgrade choice gives the player more time to play the game and less micromanaging, it gives us more control over the way the AI will play, and it will remove an artifical "boost" to the AI (The AI doesn't have to take the time to select the units and upgrade them, it can do 100 units in a single second vrs the player taking quite a bit of time to do the same thing).

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UltraKiroXei Mar 11 2012, 12:08am replied:

The real reason that EA set it up, these codes includes limited weapon upgrades of 3 was only this. I'll take a look at the C&C 3 unit, weapons, and upgrades codes and set it up to 5 weapons. If this may be possible.

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azuza001 Author
azuza001 Mar 11 2012, 12:28am says:

You can do as many weapons as you want.

You can ONLY do a max of 3 weapon upgrades per unit.

So if you have a unit with 5 weapons, only 3 of those weapons at most can be upgradeable in game.

Also, the design only gives you 4 squares for choosing upgrades/powers from so there is that as well if your looking to do upgrades on the individual units in game.

You would have to modify the Schemas if you wanted to add more upgrades and that is considered a big no-no in the modding community. The Schemas control everything, one slight unintentional mess-up and you can cause very serious problems with your mod. For this reason I use them for explanations only.

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UltraKiroXei Mar 11 2012, 8:31am replied:

I thinking another way with the 5 Weapons, 1 for the normal weapon and an upgrade normal, 4 for the other weapons. When you choose only one upgrade per individual unit, not entire units, then you can't upgrade any further. The point is that if the player chooses only one weapon for an individual, then they can't do an another upgrade. That works!

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Decided to make it a montage of all the possible outcomes of the upgrades instead of posting each picture separately.

There are 4 major infantry squads of Nod, Sector 9 Seraphems, Black Ops Special Forces, Homeland Templars, and Tiberium Guard Agents. (These names are a work in progress)

The Sector 9 Seraphems directly gain a weapon swap based on if you pick one of the opposing house doctrines. Black Ops swaps them to Sniper Pistols at short-medium range making them deadly against infantry, Tiberium Guard swaps them to medium-long range grenade launchers useful against squads who are in buildings and against structures, and Homeland Defense swaps them to medium range automatic pistols with explosive tipped bullets making them good against heavy infantry/light vehicles.

When you pick the Sector 9 Doctrine they keep their laser pistols (which are good against vehicles) and their Cyborg is upgraded to gain a hacking system (it's basically just a copy of the mastermind code) that allow them to take over enemy vehicles on the ground ONLY. No hacking structures/aircraft/buildings. Still even with that limit they are dangerous so be careful!

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Mar 9th, 2012
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