Version 1.91 Final:
KW Reloaded 1 91 FInal

Old Version 1.8:
KW Reloaded 1.8

Version 1.55 (Last version for KW content only):
KW Reloaded 1.55 Final

Old Version 1.71 (still popular):
KW Reloaded 1.71 Final

For source codes, art packs and other KW mods, go here: Forums.cncnz.com

For my new expansion mod, the page is opened: Moddb.com


Updated 11-24-2017 -- C&C3 Tacitus Revolution first open beta release is here: Forums.cncnz.com

Also please do not ask in the comments section whether the sub-faction AI to work in-game will be inputted because I will not answer it again. Ever since I asked CNCLabs team about it, one of the developers told me that only one faction can do it and that's the neutral faction (ie. The Forgotten). So out of 7 sub-factions from my mod as custom factions, I can only apply to one of them as an AI by re-using a neutral faction and cannot apply that to other multiple factions which I think it may be a restriction to C&C3 modding. I haven't tried applying the skirmish AI coding formula from Zero Hour to C&C3, but so far I haven't tried successfully to get a neutral faction AI working in-game as a custom faction since then.

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Currently the state of this mod right now is on a hiatus (it's not cancelled yet). I thought about cancelling it, but then I found some hope from a secret modder who might be promising what I may require. I won't tell you who he is yet, but if he did it I will tell you all about it. It will take some time. I was hoping for one more release before it's done for good, that unless I have a beefy PC with a solid state drive, or else it's done as it is. I am getting too tired to continue making the mod while the C&C3 community has pretty much diminished, until a C&C3 remastered version is in development. Right now I am unable to run the mod after a dozen fixes and inputting more new units due to unknown issues I cannot seem to fix.

My focus in the last year or two has been pretty much into YugiOh Duel Links, then simulating games in Cities Skylines, PC Building Simulator and Two Point Hospital, and now earning claimed cryptocurrencies. I wish a C&C game would accept Bitcoin (or another crypto) as a way to earn or pay in cryptocurrency, rather than paying real money onto microtransactions in Tiberium Alliances and C&C Rivals, because I am getting too tired of microtransactions and repetitive gameplay that doesn't bring anything else new. And yes, only twice in my life I did manage to pay microtransactions: $25 in C&C Rivals via Google Play gift card (that was the first and only time I actually did pay for a C&C game [and to EA] and not since 2001's Red Alert 2/Yuri's Revenge special game pack before winning a C&C Ultimate Collection in a C&C community raffle lottery more than a decade later), and $60 in YugiOh Duel Links via Google Play gift cards, all just to get better cards and speed up character EXP.

The work of this huge C&C3 mod is too complex that now it reminds me of how I managed to put too many mod assets in Cities Skylines, leading to long-loading times and save game crashes due to insufficent RAM. It's true putting too many mod assets in C&C3 slows down the game and may eventually crash due to "out-of-memory" issues unless you are using the 4GB RAM tool to force the executable to use up to 4GB RAM and that requires a 64-bit PC with 8GB and more RAM stored. It's obviously true that C&C3 may have a limit on how much add-on content one puts into the game. It sounds like my "mental omega" dream of this C&C3 mod may not come to fruition, and I haven't even had the time to create maps. But with my experiences on Cities Skylines, I might come up something on that part.

For the music, I have been addicting and riveting with new synthwave/retrowave music for a couple of years now. While Ferus Melek's Dune Riders was the first Dune retrowave track to be recognized last year, Turbo Knight responded with a Dune retrowave album of his own this year and I was stunned. Now I felt like C&C deserves some recognition for some synthwave/retrowave music and it has been long overdue.

Also I need to address the issues still occuring at this time for the mod:
1) Nod Mission 1 of the Nod Campaign
There are players reporting that the Fanatics could not destroy the wall or having the entire Fanatic squad dead before the wall is destroyed. This issue has been fixed but it's more actually of a mod issue. The wall health is back to original while the Fanatics get more damage per unit, not per squad.

2) Command UI screen ingame stretching out on other monitors/TVs not on 16:9 ratio
Unless you are on a HD monitor or TV with a 16:9 ratio, then I suggest you need to disable the TacitusAptUI_0.4.big line in the skudef file of the mod. If you are on a 16:9 ratio HD monitor, you need to run at HD compatible resolutions in order to see all of the UI ingame. There's nothing I could do to fix it, unless I reverse the command UI ingame back to its original state like in C&C3.

3) Out-of-memory errors
Like I said before, unless you are on a 64-bit PC and is using the 4GB RAM tool, you shouldn't be encountering issues. For those in a 32-bit PC or OS partition, I highly advise to upgrade or go to a 64-bit OS to run the mod. I no longer recommend a 32-bit OS for this mod. If you are playing online mode using C&C Online (not GameSpy) and if you are encountering this issue, I cannot help because I have not tried playing online yet for this mod. C&C3 may have limitations on mod assets ingame and overloading assets may crash the game.

4) Not showing Eurostyle font in-game
You need to install the Eurostyle fonts into Windows. Even if the font is in Misc.big, the font won't up ingame unless that font(s) is installed.

For those who are new to the mod, YOU MUST READ INSTRUCTIONS HERE BEFORE PLAYING: Moddb.com


Now onto future parts....
All the new units that EA threw out in C&C Rivals and Tiberium Alliances.... there's no one in the C&C3 community attempting to recreate those units in their own mods. As I said before years ago, I cannot draw but mod only.

Here's my take on the new units from C&C Rivals:
GDI:
-- Jump Jet Troopers (technically only Carnius and one other modder have it in their mods), perfect for Steel Talons but if only I got permission from Carnius to use the unit in my mod.
-- War Dogs (never heard of this unit except in Starcraft II), perfect for ZOCOM as replacement to Riflemen Squad, rather than Zone Enforcer and might rename that to Zone War Dogs.
-- Drone Swarm (suicide units), perfect for GAF as suicide units as aircraft
-- Mohawk Gunship (I wish Gunship_MK_II create this to substitute the Harbinger Gunship in his SysMod), perfect for GAF but to rename it as Orca Mohawk Gunship.
-- Orca Bomber (well it wasn't in C&C3 and C&C4 until I got it in-game via another modder with permission)
-- MLRS (well it wasn't in C&C3 until I got it in-game as a Sandstorm from C&C4)

NOD:
-- Laser Drone (more like the counter to GDI Drone Swarm), perfect for NAF
-- Cyberwheel, perfect for NAF and SRF as replacement to Attack Buggy.
-- Scarabs (I believe this exists in C&C4 but did not consider it)
-- Widowmaker (I believe this exists in C&C4 but did not consider it)
-- Rockworm (more like the Dune sandworm), perfect for LEGION
-- Giga Cannon (I believe this exists in C&C4 but was named with a different name and was not considered)
-- Phantom, perfect for NAF for attacking buildings.
-- Inferno, perfect for NAF for attacking ground and infantry units.
-- Mutant Marauder (LMAO -- I always consider them as a Forgotten unit, not a Nod unit)

Here's my take on the units/structures from Tiberium Alliances:
Forgotten:
Offense: Rocket fist • Forgotten • Missile squad • Sniper team • Commando • Scooper • Bowler • Scrapbus • Mammoth • Thumper • Wasp • Locust • Smoker • Dreadnought
Defense: Wall • Forgotten • Machine-gun nest • Flak cannon • Demolisher artillery • Reaper artillery • SAM site • Barbed wire • Anti-tank barrier
Structures: Construction yard • Harvester • Power plant • Refinery • Tiberium silo • Command post • Factory • Trade center
Fortress: Colossus • Particle Cannon • Predatory Rocket Fist
Cut content: Bombard • Grinder

Not even CNC Labs has attempted to recreate them (except their own), and not even Carnius in which he prefers making his own content for the Forgotten faction. These left me stumped as no one has re-created a Forgotten unit in any C&C3/RA3 mod other than the Ironback and Scrapbus. I thought maybe Madin, GunShip_MK_II or Egozi44 could go for it, but Madin is focused on recreating almost every RA1/RA2 unit in his RA History Mod and GunShip_MK_II is pretty much busy into other projects, especially Generals Evolution. Egozi44 has pretty much focused on modding KW but hasn't said anything about a Forgotten faction in KW yet.


So with that, that's my announcement I have for now. Long live C&C.

C&C3; Tacitus Revolution Open Beta 0.5 Released

C&C3; Tacitus Revolution Open Beta 0.5 Released

News 3 comments

Prepare for the "mental omega" of C&C3;, because the unofficial second expansion pack to C&C3; is finally here.

Welcome to the first ever update of this expansion mod

Welcome to the first ever update of this expansion mod

News

This is the first news update on the newly mod page.

Status of the C&C3; expansion mod update

Status of the C&C3; expansion mod update

News 6 comments

Well this wasn't supposed to happen until things had gotten out of hand, delaying the mod's release.

New Announcement for a New WIP Mod

New Announcement for a New WIP Mod

News 17 comments

It's here just for the 20th C&C anniversary and things are getting bigger than ever.

Add file RSS Files
KW Reloaded 1 91 FInal

KW Reloaded 1 91 FInal

Full Version 15 comments

One of the biggest C&C mods of all time is here once again for the final time.

KW Reloaded 1.8

KW Reloaded 1.8

Full Version 9 comments

This KW Reloaded 1.8 release contains two parts into one huge mod.

KW Reloaded 1.55 Final

KW Reloaded 1.55 Final

Full Version 9 comments

The very final release for KW players who wanted just KW playable content.

KW Reloaded 1.9 Final

KW Reloaded 1.9 Final

Full Version 8 comments

One of the biggest C&C mods of all time is here once again probably for the final time after several years.

C&C4 Art & Sound Pack

C&C4 Art & Sound Pack

Other 12 comments

This C&C4 Art & Sound Pack contains most of the C&C4 units and structures and it excludes most civilian, neutral and other assets. Shaders...

RA3 Uprising Art & Sound Pack

RA3 Uprising Art & Sound Pack

Other 2 comments

This RA3 Uprising Art & Sound Pack contains 13 units (plus the Shogun Executioner) for use with either the C&C3 Mod SDK and RA3 Mod SDK. This...

Comments  (0 - 10 of 1,205)
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ralph777
ralph777

does the latest version (1.91 final) have bugs in campaign?
I need to know before downloading.

I only downloaded the KW content (1.55 final) only as a smaller memory file. problem is the Nod campaign where my suicidal unit cannot destroy the wall to finish the first objective. and I'm stuck.

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PurpleGaga27 Creator
PurpleGaga27

That issue with the Fanatics in Nod Mission 1 was fixed in another mod under C&C3; Tacitus Revolution. However, that has yet to be released for its latest version because I am currently stuck with a not working mod.

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Falchion-
Falchion-

Hi Purplegaga,
Is it possible to change the skirmish mini-map to be 'explored' rather than totally black? That's how it is for vanilla and other mods, not sure why this mod has this feature that makes gameplay more uncomfortable, especially since there are so many new maps (which is awesome) and it makes it harder to check out the layout of the map from the get-go.

I love everything else about this mod, including the ridiculously overpowered capital air units

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guest257351
guest257351

erm. you say this is a 1.8 gig file? my pc say it is a 3.7 kilibyte file. BIG DIFERENCE!!!

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PurpleGaga27 Creator
PurpleGaga27

1.8 gig file is compressed download. 3.7 gig files are uncompressed extraction.

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guest257351
guest257351

how to make it work with CNC it wont do anything for me

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Falchion-
Falchion-

It's rather late but in case you still want to know (and for the benefit of others):

1st step: Go to the folder where your CnC 3 Tiberium Wars is installed.
So for example in my case: E drive > Program Files (x86) > CnC3 Tiberium Wars. From here, right click on the CNC3 application and create a shortcut, put it on your desktop.

2nd step: Go to your documents, look for the folder Command and Conquer 3 Tiberium Wars (if it's not there, you have to at least start the game first), create a folder inside it called 'Mods'.

3rd step: Download this mod, when done extract it over to the 'Mods' folder.

4th step: Inside the KWReloaded folder, right click on 'KWReloaded_1.91.skudef', create a shortcut, right click on that shortcut, properties, copy the text inside 'target'

5th step: Go back to your desktop and right click on the shortcut of the CNC 3 application, properties, AFTER the text inside 'target', type in (space)-modconfig(space), then paste.

6th step: Rename the shortcut on your desktop so that you can recognise what mod the icon will open up, and you're done.

These steps can be repeated for other CnC3 mods, etc. Tiberium Essence. The only variable is the skudef file.

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Guest
Guest

The Kanes Wrath reloaded version 1.91 final. Can you please help me out this mod is stuck with me for a couple of days now I still haven't installed it. Can somebody please provide a Exact installation guide please.

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Falchion-
Falchion-

Hi, it's rather late but if you still need help with an installation guide check out my comment above.

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CrimsonTip
CrimsonTip

I'm getting the error message about DID YOU BUILD DATA?, I really wanna play this and share your sentiment.

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guest257351
guest257351

Dunno

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