As a result of the feedback of the recent poll I have decided on a unique implementation of singular infantry whilst still partially retaining squad mechanics as described below.
There will now be 3 "wildcard" factions and 6 "main" factions which determine how the game will play depending on which one you choose:
The titular "wildcard" factions are factions that will play similarly to the C&C3 gameplay style but with unique mechanics that keep them using squads of infantry, the 3 factions are Nod Legion, ZOCOM and Traveler-59.
For instance, Nod Legion unlike Marked of Kane or Black Hand will be able to fill the screen with swarms of militants (their own advantage) but will be balanced to be less capable on a 1-1 basis vs any Black Hand or Marked of Kane troops.
ZOCOM will focus on highly trained marksmen and elite troops deployed in small fireteams, these will be expensive but on a par with singular troops of other factions, however focused into a squad format. They will be "multirole" unlike singular infantry, so a ZOCOM rifle squad will be able to deal with tanks and aircraft as an example.
Traveler 59 will focus on being a "Zerg Swarm" type faction, employing numerous weak alien troops in overwhelming numbers. There will be a lesser emphasis on speed as I aim to give them various abilities to help them achieve this, but the idea of Traveler-59 will be to stretch enemy resources / fighting vehicles thin against their horde, but generally being more of a nuisance to give the Traveler player time and keep his enemy occupied.
The "main" factions will have a focus on Singular infantry each made to function like a "classic" faction. Singular infantry will be better performing on a 1-1 basis generally (exempting ZOCOM's elite infantry) and able to provide more punch to an assault in general, and singular infantry will be balanced to have their own unique differences from each other.
The "main" factions are GDI, Steel Talons, Marked of Kane, Black Hand, Scrin and Reaper-17.
I hope this solution will cater to those familiar with the squadding system and those who would like to see a return to the classic Singular system. Implementing this on a 2/3's basis allows me to implement this easier as well and should make it easier to balance as I have less factions to account for.
I look forward to showing these changes in upcoming updates. ^^
Poll to decide who wins. Singular infantry or squads. Singular infantry may or may not be replacing squads in update 1.26 and will come with many differences...
Tiberium Dusk 1.26 "ION STORM!", an upcoming update for Tiberium Dusk which will include various new gameplay mechanics, faction changes and much more...
New update list ft. Nod and their arsenal of cyborgs, flame units/weapons and some tiberium based units.
So here we are , finally at somewhat of a full release , of course ill still be patching the mod with things like bug fixes , slight edits and of course...
Chemical Warfare 4.8.3 and Alternate 4.8.2 , enjoy
New version with some bug fixes and also fixed the crash issue with GDI steamroller AI. Enjoy!
Reupload of version 3.2 since there was an issue with the mod content not compiling properly. Regardless, here is the full version, Enjoy
Graphic modification breathes new life into the entire environment of the game.Powered by ReShade Install: 1. Download last version ReShade from official...
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Highest Rated (5 agree) 10/10
Great, Great, Great Game. I love fast-paced RTS games, as they embrace their genre to the fullest... you have to use more strategy as simply deciding whether or not you should set up a base at some location requires considerable thought.
Nov 22 2010 by NoblePhoenix8310
Scrin Rebalances
Hmmm
Disintegrators have had fairly large changes, they have a much larger range, deal more damage... but infantry now have a "damage resistance" to disintegrator lasers and the disintegrators fire slower.
So it can somewhat fight Infantry but this more Anti-Armor in general?
Wrong place to post, ^^ but yes. Disintegrators can no longer be used to Steamroll everything, as infantry have heavy resistance to the lasers.
However it does make them more effective versus tanks and APC / Anti-infantry type vehicles as they can fire earlier.
Its essentially a tradeoff making them similar to Rocket Soldiers of other factions, but making them very vulnerable to infantry.
Basically it gives Disint Spam a proper counter other than "just kite them".
A 9.4 rated mod focussing on balance for my beloved Kane's Wrath??!
WOW how did i missed this all these years:|
Maybe kane needs to feel my power again after all!
Downloading...
does this work with version 1.09?
Hello
I'm new to CNC modding, my aim is to create a mod for Kane's Wrath where the corpses of dead infantry units, vehicle wrecks and bulding wrecks would stay for some time after death, let's say for 5 minutes.
Also, I want to somehow remove team colors (you know the red, blue, etc. colors for players/AI) so all the units would be without colors, or make it possible to use the same colors by more players, for example the whole team could have the same color for their units.
Is this possible? Is anyone willing to help me and explain how to do this?
Hello, I don't know if you have solved your issue; Did you already know how to extract file from Kane's Wrath? If yes this for your first question: In every Unit/Building file there's a behaviour called "SlowDeath" below of SlowDeath there's one line called - DecayBeginTime="0s" - where "0s" is the time to wait before dead unit starts to fade, change the "0s" to "300s" and it must be works, the problem is that you must do it for EVERY single unit since the SlowDeath behaviour is unit-related. For the second question you had to create multiple Multiplayer colors with the same value. Copy one of the MultiplayerColorsSkyBlue.xml, rename it (MultiplayerColorsEmpty1.xml for example), open it and then change its id (id="MultiplayerColorsEmpty1" for example); below you'll find RGBA letters, repeated 4 times. Change the A="180" to A="0" four times and repeat this as much for every additional no housecolor that you need. I hope this can help.
For multiplayer colors I suggest to set the "A" Value to 35 or 50 because i saw that on 0 you cannot see things like Construction Yard base line or Battle Base field of repair drones.
Thanks!
But yeah I already figured it out.
Also, how I changed the team colors is by changing the
OkToChangeModelColor="True"
to OkToChangeModelColor="False" on each unit and building
Because if I change the MultiplayerColors it also changes the colors of teams on the minimap and you can't tell who is who.
By changing the OkToChangeModelColor to false it just disables the colors on units.
New SAGE Engine Modding discord server for C&C and LODR BFME games: Discord.gg
Does anyone have the no-disc patch please, I have worn my disc out completely (playing it lots).
Just search for Gamesworld, they r all in there.