The next great full version for KW Reloaded is here with new CNC4 material, a tenth faction, 9 epic units to play with, several new upgrades and some fixed bugs and enhancements.
Here are the changes for version 1.6:
Global Changes:
• Added the tenth faction: the Global Air Force (GAF) which consists of mostly C&C4 units. Air Defense Maneuvers is to be a new tier-3 upgrade for the GAF faction which gains 25% more on speed, armor and health. No other new CNC4 units are put into any other sub-faction none other than Steel Talons, Marked of Kane and this new faction. Also fixed the weapon bone position for the Talon to fire correctly.
• Added several new upgrades among all ten factions. See faction(s) change list for details.
• Re-defined color names and modified other defines in the mod.str file.
• The C&C3 X360 Tutorial Map has been re-compiled for faster loading.
• Added three new colors making a total of 20 house colors to choose from in MP/Skirmish mode.
• Changed MP Game Rules: credit minimum at 5000 to a maximum of 100000.
• Changed “Victorious” and “Defeated” messages to “Mission Accomplished” and “Mission Failed”, the way that Westwood did to older C&C games.
• GDI Fuel Depot destruction damage and radius increased. This also applies to the Oil Derrick in a different way.
• Any new units or any sub-faction units that cannot use “call for transport” can now use it without the pre-requisite of a Air Field or Air Tower. This applies to all factions.
• Added tier-3 power structures to all factions. All GDI factions get to build the Power Defensive Grid. All NOD factions get to build the Power Generator. All Scrin factions get to build the Phase Generator. Both the Power Defensive Grid and Phase Generator cost 1500/30 to build with 500 power gained. The Power Generator gains 1000 power when built.
• Added selected C&C4 and RA3 neutral structures usable with the C&C3 WorldBuilder. All have sounds.
---Tiberium Control Network provides 200 power and gains credits (500 credits per 15 seconds).
---Tiberium Spike Tower gain credits, just like the original Tiberium Spike, but gains 25 credits per second.
---Uplink Tower provides a full open view of the battlefield.
---AA Turret is a defensive structure against enemy aircraft.
---Artillery Turret is a defensive structure against enemy units.
---Defensive Tower senses incoming troops from afar. Also detects nearby stealth. (sub. for Sensor Array)
---Frontal Tower provides 200 power with no upgrades.
---Garage heals nearby vehicles at 1% per second.
---Hospital heals nearby infantry at 1% per second.
---Observation Tower provides a partial open view of the battlefield.
---Oil Derrick provides 200 credits per 10 seconds. When destroyed, it explodes on a medium radius around it.
Steel Talons Changes:
• Added a new upgrade called Overkill, which increases the rate of fire and range by 25% to most Steel Talons ground vehicles and the Kodiak, as a tier-3 upgrade.
ZOCOM Changes:
• Added back the Falcon MRLS and Patriot Missile System defenses. Upgrades now apply to them.
NOD Changes:
• Fixed an issue where Banshee and Armageddon Bomber cannot return to the Hangar when out of ammo.
• Tiberium Core Missiles is added to be a tier-3 upgrade for all Nod factions. This upgrade increases 25% more damage applying to Attack Bikes, Stealth Tanks, Mantises and Rocket Turrets. Applies to all factions.
• Demo Truck cost reduced to 3000/30 and can be built unlimited. Weapon changed from a nuke to a normal grenade suicide bomb and damages 5000 hit points in a 500 radius on anything whether if it’s friendly or foe. Attack is similar as a Fanatic. When destroyed or crushed in battle, the damage is the same as the attack.
Black Hand Changes:
• Charged Particle Beam is added to be a tier-3 upgrade which gains 25% more damage from Elite Confessor Squad, Venoms and Shredder Turrets with charged particle beams.
• Fixed an issue on the Purifier’s animation when Purifying Flame is upgraded.
• Redeemer is now armed with Rocket and Flame turrets.
• Removed EMP Blast upgrade and Master Countermeasures from this faction.
Marked of Kane Changes:
• Supercharged Particle Beam is added to be a tier-3 upgrade which increases attack damage by 25% applying to the Enlightened, Venoms and Shredder Turrets. Offensive Capabilities upgrade is now restricted to Scorpion Tanks, Tyrant Tanks, Avengers and Salamanders. EMP Blast upgrade moved to tier-2. Master Countermeasures ability removed from this faction.
• Added back Cyborg Reaper, Cyborg Commando, Avenger Tank, Tyrant Tank and Rocket Pods to this faction. Some upgrades are now applied to them. Tyrant Tank can now use the EMP Blast ability. Cyborg Commando now gets to attack with a powerful plasma cannon and can also use the EMP Blast ability.
• Tiberium Trooper now has the Cybernetic Legs upgrade. Attack damage increased slightly.
• Redeemer is now armed with Rocket and Tiberium Stream turrets.
Scrin Changes:
• Added the Anti-Air Mechapede unit that can shoot aircraft and ground units. Original Mechapede is to be renamed as Anti-Ground Mechapede. This also applies to Reaper-17.
• Storm Column’s primary attack now affects to all other Scrin faction units.
• Viseroids spawn and healing from Corrupter’s toxin weapon now applies to all other Scrin faction units.
Traveler-59 Changes:
• Added a new unit: the Armada Destroyer, cost 6000/60 and requires Signal Transmitter and Terraforming Nexus to be built. This is the Traveler-59 epic unit replacing the Eradicator Hexapod. Remember that the Armada Destroyer moves a little bit faster than the Assault Mothership and when it’s destroyed, it unleashes a temporarily big ion storm on the field, killing enemy objects.
• Removed the building of the Warp Chasm and Eradicator due to the Armada Destroyer unit.
• Removed the building limit of the Terraforming Nexus structure.
All other changes and credits are mentioned in the readme PDF file.
Any issues with the mod, please comment below here and I'll look into it.
Has the Mastodon been fixed?
Gdi_commando is the only user who's more likely to fix that because I am using his model unit with permission. IDK if I can fix the animation.
wow
good mod with my respect
very very good and many Thanks from a Austrian Guy !
1.6 doesnt work with Desura :(
Neither do 1.4 and 1.5.
hay dude ant chance u could help me with this mod, i cant seem to get it working and i got everything it asks
If you guys can't run version 1.6 with Desura, run the mod from the original C&C3 without Desura. Delete the previous mods not associated with version 1.6. I don't use Desura to run and play mods so I have no idea how it works.
How do i install this mod, please? Now dont say that i am an idiot because i dont know. No1 ever told me how to do it and there are no tutorials. I have desura and i tried installing. But do i have to use some kind of patch? Is that why it doesnt work?
Very Very good mod!! :DD
Is the power for War Factory and Air units removed?
do U have the nod light infantry model for militia and for the rpg trooper in the mod for one of the nod facton q
I believe EA themselves back then had given away a partial source code for some of the C&C3 units.
I'm not sure if it's a feature (Why would it be?), but in this version no Nod factions can build Emissaries anymore. Anywhere. It must be a bug, I can't imagine severely gimping Nod by not giving it access to outposts was a decision.
GDI and Nod build their outpost units from war factories.
I don't know if it happens to anybody else but CPU's don't work apart from if they are playing the vanilla factions.
wow, it's been a while i haven't follow this mod update, u actually put the unit upgrade already :), too bad there is still bugs i think, for example the AP ammo upgrade and tungsten shell in which should change the unit texture of the barrel like the apc, watchtower or even gatling gun turret, i hope this can be fixed
Hello, Im on steam and was wondering if this mod will work and how do I install it?
Ask Feillyne via PM. I don't handle C&C games under Steam.
Add -ui to your games shortcut within Steam, when you run it select the mod. To install it, copy the folder to your Command and Conquer folder in Mydocuments. If a Mod folder doesn't already exist, create on and copy it there.
If I put three units into the APC, I can only unload one afterwards. The other two units will stay inaccessible and useless inside forever.
This is a common bug that neither EA nor me can fix.
Then I don't get why you modded it from 1 to 3 slots at all ? Makes no sense to me as it was fine with 1 slot.
how to install it i downloaded it but where can i put it plus i have 1.09 patch of c and c 3 tiberium wars that is done but nothing happened
I can´t download it because ther´s no mirrors available.
I don´t know if you can fix it but I only say.
This is the best mod for tiberium wars!
Sorry for my english.
how do you install 1.6? where do i put the KWReloadedT_1.6.big file and the KWReloadedT_1.6.skudef file I'm kinda lost at this....
any help would be much appreciated.
Did you read the PDF file? If you are using Desura, Steam and/or Origin, I cannot help you because I don't use those cloud programs.
im using origine and yes i read the pdf i placed the files in the mod folder but its not working... and i idk whats going on
for those who are using DESURA to install/play mods i should say ::
- mod installation can be DONE succesfully with DESURA
- for mod playing you should :: open the TibWars Control Center (or autorun from the disc) and click "Game Browser". Click on the Mods tab, select your desired mod and then click Launch.
THANK YOU! FROM THE BOTTOM OF MY GAMING HEART! IT WORKS YAY!
MANUAL INSTALLATION OF MOD ::
youtube.com/watch?v=WJ7qjNVWb04
Trying to install this manually, but it seems there isn't a "mods"-folder. I created one in the game folder, and placed KW Reloaded in it, but it still won't show up when I autorun and try to turn the mod on.
Is it vital that the game is located in "C:\Users\your user name\Documents\Command & Conquer 3 Tiberium Wars\Mods"? Can't understand why it would be, but I can't for the life of me understand why it won't work.
I'd be very thankful for any kind of help!
For those using Steam that need help installing and activating this mod, allow me to help.
This is for Tiberium Wars. So if you haven't already, open the game, start a skirmish, then quit the game. This creates a folder in "My Documents" for C&C Tiberium Wars. In this folder, create a new folder and name it "Mods" (no quotes). Then with the downloaded mod, extract it to the "Mods" folder.
After that, go to your library within Steam, right click Tiberium Wars, go to Properties, and click Set Launch Options. Type in "-ui" (no quotes again), and then activate the game. A new window should open up, click Game Browser, then Mods, and activate the mod.
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