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 Tiberium Guard upgrades (view original)
Tiberium Guard upgrades
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UltraKiroXei
UltraKiroXei Mar 11 2012, 12:00pm says:

Looks like I got it right for the individual upgrade. :)

+1 vote     reply to comment
jasonboy16
jasonboy16 Mar 12 2012, 2:20am says:

good!

+1 vote     reply to comment
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Couldn't wait, did the Tiberium Guard's upgrades. This one was actually quite easy to do (not as confusing as Sec 9's). Or it could be that my cold has gone away so it's easier to think straight. :p

Tib Guard with Sec 9 Doctrine gives them laser assault carbines, they don't fire as fast but they pack one hell of a punch.

Tib Guard with Homeland Defense Doctrine gives them EMP Grenades that also pack a decent punch. Very nice trick to pull on mech heavy armies that don't have EMP Shielding (won't work well against SEED heh).

Tib Guard with Black Ops gain thermite rounds which do fire damage instead of gun damage meaning they will do more damage to both vehicles and infantry than normal while keeping a high fire rate at the expense of not being as effective vs structures.

Finally, Tib Guard with their own doctrine replaces the Cyborgs light 75mm cannons with heavy mortars making it very effective at range.

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Mar 11th, 2012
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