Version 1.91 Final:
KW Reloaded 1 91 FInal

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

Old Version 1.71:
KW Reloaded 1.71 Final

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

For my new expansion mod: Moddb.com


Updated 5-7-2022


Also please do not ask in the comments section whether the sub-faction AI to work in-game will be inputted because I won't 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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It's been about a decade since Bibber released the C&C Asset Extractor tool and me getting the KW Mod SDK that changed C&C3 modding forever. From C&C3 Reloaded to this C&C3 Tacitus Revolution, this mod has reached many feats than most C&C mods. With the 13th faction as GDI Russia nearly complete as well as all other factions finalized with their units and structures, hopefully the 14th faction as The Forgotten will become the final but most difficult of all factions. The end of modding this mod is near. As I said before, I may not have the proper time to do mission maps as well as skirmish maps, unless if someone pulls a "Cities Skylines" gargantuan effort there with all the proper civilian assets, then detailed maps will be the real thing of the future in C&C3. Some mappers recently have done many mission maps specifically for Carnius' Tiberium Essence mod.

I don't know what brought me back into modding this long-time mod. I may have removed my Twitter feed here but I am still there. Cities Skylines and Synthwave music pretty much changed everything how I look into C&C, the future of RTS gaming and open-world games. Thanks to a new custom PC I had built, I was able to come back and start over from v0.52. This is probably the biggest release since v0.5, four versions were done in the midst of a few weeks. Most bugs have been fixed except for the more common issues. It took me an average of 7-10 minutes compiling a huge mod instead of 20-30 minutes thanks to a faster SSD and a Intel Core i3-9100f.

Patch v0.58 download link:
C&C3; Tacitus Revolution 0.58 Beta

Main v0.56 download link:

C&C3; Tacitus Revolution 0.56 Beta


The alternative download link:

Drive.google.com


YOU MUST READ ALL INSTRUCTIONS BEFORE PLAYING THIS MOD!

Notes when playing this mod:
1) If you are still getting an “out-of-memory” message error regardless if you used the 4GB RAM tool or not, you have to set your texture quality setting to medium and the anti-aliasing off to reduce RAM usage. Also patch cnc3game.dat (not CNC3.exe) to use 4 GB, only if you have 4+ GB of RAM. To get the 4GB tool, grab it here from Egozi44: Moddb.com
2) If you are getting the UI screen ingame stretching out on other monitors/TVs not on 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) To run KW maps with KW textures, this ArtKW.big file comes with those KW textures. Just place it in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big ArtKW.big" without the quotes.
4) For unlocking all Intel Database entries and changed hotkeys ingame, an RAR file was included. You put them in "your user name" profile in C&C3 where this path lies within: C:\Users\your user name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\profiles. Same goes with hotkeys.ini file if you want to run C&C3 using the modified key bindings.
5) For civilian assets, you can put WBData_1.1.big in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big WBData_1.1.big" without the quotes. I wouldn't recommend running this mod with WBData_1.1.big in the skudef because C&C3 recognizes as another mod itself and not a combination of the two-in-one.
6) To run the mod with the Eurostyle UAW font shown correctly, you have to extract and install that Eurostyle UAW font that’s inside the TacitusA_0.56_Misc.big file (as an example).
7) To change the C&C3 TA launcher splash files, extract/replace them in the Launchers folder of your C&C3 directory.
8) Still as of now, only GDI/NOD/Scrin factions have skirmish AI. The Forgotten faction will become the fourth faction to have skirmish AI.

Anyone is welcome to finish on what I have started and it's better off with a new team doing this huge project that I could not handle on my own. I decided not to do a tutorial how to run mods on C&C3 and KW because I am losing interest in C&C lately. But since Bibber has retired from the C&C Community altogether, it'll be more difficult to get the C&C Ultimate Edition launcher fixes in order to run mods for C&C games that use them.

So here the changes of C&C3 TR Beta v0.56 through 0.58 (all changes in older versions are in the readme file):

============================================
Beta version 0.56 changes
============================================
• Added Scrin Archon, a tier-4 infantry unit available for all Scrin factions, temporarily using Shock Trooper Plasma Disks upgraded weapon, and also a Scrin Shrike which is a suicide unit, however its attack doesn't work at this time. (credits to Stygs for the units)
• Steel Talons Gauss Titan has been replaced from the one from C&C4 and still retains the weapon from the old Gauss Titan.
• GDI Zone Lancer can now fire with strong gauss rifles instead (used a weapon from the old Gauss Titan). However, the tracer of firing the weapon is still missing.
• The original civilian assets from Kane's Wrath have been re-integrated into the mod, rather than the worldbuilder version.
• Most sub-factions' remaining issues have been fixed including a work-around edit of the mod.str defines and sound effects.
• More experience veterancy levels are added to all other new structures and units.
• The following additional assets are cancelled for this mod:
-- All Crawlers including offensive/defensive/support. Very difficult to pack as mobile war factories and then unpack, unless someone has done all of those three in C&C3 and released the toughest source code in that way.
-- The Orca Harbinger was attempted to be put into the mod but some special codes from RA3 prevent it to work in C&C3. Someone may have done it but in a different way.
-- The Shogun Executioner to have its ultimate shockwave ability.... I believe someone has done it in C&C3 but I don't know who did it and it's a tough ability to work on.
-- Giga Fortress was considered but like the Harbinger, the special codes from RA3 prevent it work in C&C3.
-- Yuriko Omega was considered but even a psyonic or mind attack doesn't work in that old engine.

=============================================
Beta version 0.57 changes (patch)
=============================================
• Fixed an issue where the Steel Talons Behemoth doesn't show it's full model after it's built on the battlefield.
• Fixed an issue where the Steel Talons Orca Minigunner cannot activate the Pulse Scan ability.
• Fixed an issue where the LEGION Crane cannot be built in-game.
• Corruptor can now heal Shield98 units as well as some new Scrin units. Applies to all Scrin factions.
• Russia Tesla Coil, Heavy Tank, Hind and Helix now have their own portrait icons.
• Any new ground unit that isn't capturable by Engineers before will be captured by Engineers. Units with no driver (ie. Sniper Drone, Mantis, Mechapede) and epic units are excluded.
• Any new unit that doesn't move/attack automatically with aggressive AI itself has been modified to have AI by original default just like every other C&C3 unit. Some units such as the Mastodon and Cyborg Reaper have yet to work which requires manual attack.

=============================================
Beta version 0.58 changes (patch)
=============================================
• Fixed an issue where the Russia MCV cannot deploy into a Construction Yard and Surveyor cannot deploy into an outpost. In addition, they can use the Call For Transport ability in case you want to build a base on another island or section of a hill or mountain you cannot reach.
• GDI Russia faction now has all units with a build limitation on the battlefield, most at 50 and some at 30.
• GDI Russia faction now has all units with logic command set defines which previously has all units not having command functions.
• NOD Kane, SRF Chemical Warrior, Russia Boris, Russia Tesla Trooper and all LEGION Cyborg units are now immune by the Cloaking Field effect.
• GDI Zone Lancer, NOD Enlightened and Scrin Archon are now immune to the Cloaking Field effect as well as the Tiberium Hive weapon effect if they are on Tiberium.
• Scrin StormRider Plasma Autocannon weapon now affects new SRF, NAF and Shield98 units.
• The effects of the Scrin Storm Column Lightning Weapon as well as the Ion Storm weapon now applies to Shield98 aircraft.
• The Red Wind support power effect from the Iron Curtain now applies to all hero units including Prodigy, Kane and Boris. Somehow I don't know how Madin managed to make that a cloaking field effect similar to how the NOD faction did it, but it didn't even work on some infantry.

Update on this mod and now in hiatus

Update on this mod and now in hiatus

News 4 comments

Currently the state of this mod right now is on a hiatus (it's not cancelled yet), but new ideas are still on the horizon.

C&C3; Tacitus Revolution Open Beta 0.5 Released

C&C3; Tacitus Revolution Open Beta 0.5 Released

News 6 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.

Add file RSS Files
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KW Reloaded 1.8

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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.

C&C3; Tacitus Revolution 0.56 Beta

C&C3; Tacitus Revolution 0.56 Beta

Demo 18 comments

The mod's back with a new update since Christmas 2017 and my C&C series modding career is nearing the end.

KW Reloaded 1.9 Final

KW Reloaded 1.9 Final

Full Version 9 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

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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...

Comments  (0 - 10 of 1,234)
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kevkevherzog
kevkevherzog

How do I install this mod via the Steam version. I usually pull the files from the zip file into a provided folder in the mod folder in the documents. But with this mod I only download a RAR file. I've also tried to place them in a folder in the mod folder, but it didn't work. Can someone help me.

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PurpleGaga27 Creator
PurpleGaga27

I haven't updated this page in eight months and the overall mod since about five years ago. Now I am still wondering if I can only fix the bugs and balance changes only for this mod (and not Tacitus Revolution) and put the new synthwave music in that I am working on.

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Guest
Guest

мне пуфик я ставлю 1 рейтинг я незнаю куда тыкать на первую кнопку или на вторую

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PurpleGaga27 Creator
PurpleGaga27

Please post in English.

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megakosmo
megakosmo

Hello! Thank you for a such great mod! Could you upload separated version for only GDI mod with their units without NOD and Skrinns, and only for NOD without GDI and Skrins?) I'd love to play campaign in that way, always dreamed to do it with those units from Kane's wrath :) and the best would be adding all factions in one GDI, to make all units playable in campaign. I hope it's not difficult, thank you very much anyway!

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PurpleGaga27 Creator
PurpleGaga27

Nothing new to report today. Just trying to bump bringing back more people to view and play.

Reply Good karma+2 votes
eltater89
eltater89

I'm not sure if it's caused by some of the maps or not, but in the map packs that I've downloaded from here, the Skirmish AI doesn't start building or anything. Is this a common bug?

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PurpleGaga27 Creator
PurpleGaga27

That only happens when you play against a faction other than GDI, NOD, and Scrin.

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blueplutosky
blueplutosky

Only able to run on origin via medstar117. But only on original tiberium, so am stuck with only 3 main factions. The changes to them seem to be complete, but odd the other 6 aren't there. When I do via disc, all new 9 are present. Tried changing the english config file in main and in core, that just made game inoperable. Any advice?

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