In the name of Kane! Return to the Tiberium universe with Kane at the center of an epic new single player campaign spanning 20 years – from the rebirth of the Brotherhood of Nod after the Second Tiberium War through the dramatic events of the Third Tiberium War and beyond. With your help, Commander, the Dark Messiah may rise again!

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Tiberium Dusk 1.25 Phantom Artillery Rework

In the above video is a showcase of the near complete rework of the Marked of Kane Phantom Artillery which now gives it a wide range of features, making it the first "brains over braun" artillery unit possibly ever implemented in Command and Conquer, and its uses can be planned in unique ways. Here is a summary of its changes, with an explanation of its fire modes after:

  1. Implementation of different fire / deployment modes. High Explosive, Micro-Nuke and EMP.
  2. Bombardment of each mode changes ammo for each mode (not shown in video), so you can lob EMP shells or Micro-Nukes across the map, or HE if that suits your fancy.
  3. Unit is stealthed when relocating, but unstealthed when deployed.
  4. When deployed the Phantom is considered "base defence" and as such, can be sold or repaired like any other structure; however it cannot be powered down.

High Explosive:

The simplest ammunition type of the bunch, effective vs everything; the jack of all trades, master of none. It has the smallest splash radius out of all the projectiles, but generally is the most effective at stopping a heavy tank or Epic Unit assault.

Micro-Nuke:

Devastating Mini-Nuke technology, has a shockwave effect that is highly destructive versus buildings and infantry, but insulated vehicles such as tanks are resistant to its effects; light vehicles however are not and will frequently get ripped apart by the explosion. Leaves a pool of noxious short-lived orange radiation behind that lasts just 6 seconds, compared to the regular green radiation. It has the second largest splash radius of the 3 shells.

Electro-Magnetic Pulse:

The only shell that does no damage, nor can it affect infantry; fires a blue shell with a huge splash radius, being the biggest of the 3 shells. Any units or structures hit by this shell will be disabled for 8 seconds, and the Spectre can keep the units disabled repeatedly if the shells don't scatter too far; however, this is down to RNG, and if the follow up shell misses the vehicle will reactivate. Highly effective support shell, works well in conjunction with the other two fire modes.

Other changes are being made to the mod in the meantime, but I'm really happy that I got a reasonably complex system like this to work, which gives a fun new way of using artillery. :D

Will keep everyone updated as I continue working; have a good one!

1.25 Micro Nuke Testing

1.25 Micro Nuke Testing

Tiberium Dusk 2 comments

Showcase of the upcoming Micronuke Ammo for the MoK Spectre which will ship with radiation effects too. :)

Tiberium Dusk 1.25 Railgun Changes

Tiberium Dusk 1.25 Railgun Changes

Tiberium Dusk 4 comments

Implementation of "Classic" GDI railguns of various colours, basic ghost stalker implemented and thoughts for the future of the Forgotten in the mod.

Tiberium Dusk 1.25 Testing Footage

Tiberium Dusk 1.25 Testing Footage

Tiberium Dusk 8 comments

Testing footage footage showing new "Airburst" weaponry and the early testing stages of the Mutant Hijacker.

Tiberium Gardens (REDUX) comparison video

Tiberium Gardens (REDUX) comparison video

Tiberium Dusk

Check out the new version of Tiberium Gardens with weather system and "wet" looking lighting. Coming as a playable map in Tiberium Dusk 1.25.

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Balance & AI Mod for Kanes Wrath v1.2

Balance & AI Mod for Kanes Wrath v1.2

Balance & AI Mod for Kanes Wrath Full Version 1 comment

First public version of BAI for Kanes Wrath

Tiberium Dusk 1.24 - Brutal KW Release

Tiberium Dusk 1.24 - Brutal KW Release

Tiberium Dusk Full Version 39 comments

Tiberium Dusk 1.24 - Brutal KW contains a new gore system, a new map, new units, large (existing) unit changes, a few new music tracks, new artwork ...

Tiberium Dusk 1.23 Release

Tiberium Dusk 1.23 Release

Tiberium Dusk Full Version 14 comments

Release of Tiberium Dusk 1.23! Released earlier than I wanted, but still relatively complete; this is version 1.23 of the mod which contains many new...

Tiberium Dusk 1.22 Release

Tiberium Dusk 1.22 Release

Tiberium Dusk Full Version 20 comments

The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium...

Mutant Afterglow 1.03

Mutant Afterglow 1.03

Test mod for mutant Demo 1 comment

Just fix last version's bug and make some more changes

Mutant Afterglow

Mutant Afterglow

Test mod for mutant Demo 14 comments

This is mutant mod's newest name, and if no unexpected misfortune, it will be formal name.

Comments  (0 - 10 of 90)
nuruddinshah52
nuruddinshah52

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?

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Burakkuhāto
Burakkuhāto

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".

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The_Nazgul
The_Nazgul

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...

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guest257351
guest257351

does this work with version 1.09?

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Sn4rk
Sn4rk

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?

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SirBisc8
SirBisc8

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.

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SirBisc8
SirBisc8

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.

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Sn4rk
Sn4rk

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.

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Mjjstral
Mjjstral

New SAGE Engine Modding discord server for C&C and LODR BFME games: Discord.gg

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GEN.ZOOL
GEN.ZOOL

Does anyone have the no-disc patch please, I have worn my disc out completely (playing it lots).

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C&C3: Kane’s Wrath
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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

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