Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way it was meant to be played. Unlike the original Kane's Wrath expansion for CNC3, this mod for CNC3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4; (yes, they are real) will add and combine to the strength of the new gameplay experience for this mod.

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KW Reloaded Version 1.7 Bugs and Issues (Games : C&C3: Tiberium Wars : Mods : Kane's Wrath Reloaded : Forum : Bugs and Issues : KW Reloaded Version 1.7 Bugs and Issues) Locked
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Jun 9 2014 Anchor

Here is a current list of the bugs and issues under KW Reloaded version 1.5 and above. Notes as follows:
Changes in red meaning that this won't be ever fixed due to restrictions and/or no assistance to fix.
Changes in orange meaning this will be possible to fixed. Some assistance might be needed.
Changes in purple meaning this will be fixed if only WrathEd can read the missing coding to fix the issue.
Changes in green meaning this is either easy to fix or is already fixed.

• Bunkers, APCs, Reckoners and Armadillos with 3 or more infantry cannot all eject at the same time. (A common bug in C&C3;)
• Some Tiberium isn’t collectable by Harvesters on some maps. (A common bug in C&C3;)
• Epic units don't show their weapon bones correctly when built.
• When Voice of Kane is destroyed, some of the object debris flies out onto the terrain leaving some distortion on the graphics which isn't the way it supposed to be. This happens even on high LOD settings.
• Some C&C4; units have yet to have death animations so they disappear when destroyed.
• Some C&C4; units with tire treads aren't moving with given bone treads on them. Tires disappear when the Mirage Tank is moving.

• Mastodon has animation issues since it walks and sits like a dog and requires manual control to attack units and structures since it cannot attack automatically.
• Defiler weapon animation continuously flip its tail without a firing reload timeout.
• Wolverine, Armadillo and Scrapbus shoot from the right gun only. (other than the Hammerhead and Slingshot that worked to have all tracer guns working, this is being looked at but it's also a common C&C3; bug that EA did not fix to some new units that can't shoot out more than one tracer gun from the same unit.)
• Armadillo firing its gun is not in sync with the sound and the time of the firing attack.

• Talon fires rockets from the bottom of it's model body. (I have yet to position the weapon in the correct bone)
• Some closed captions are stretched out of the screen while watching FMV clips unless smaller fonts are set. There isn’t an option to disable this except by removing the files from the mod.
• Mutant Ironback has animation issues when attacking and moving awkwardly.
• Mobile Repair Transport cannot attack even when an infantry unit is garrisoned. That infantry unit can automatically attack any enemy unit or structure while inside until destroyed.
• Behemoth animation isn't walking correctly after and during attacking (on some terrain). When the unit is created, it somehow starts to rise up and walk while still inside (not outside) the war factory.
• Some new units that fire multiple guns shows either one tracer gun or no tracer gun when firing. This also applies to Riflemen and Militant Squads while firing from outside and from inside bunkers that currently have no tracer gun fire due to conflict of the same weapon to other units or when their primary weapon is upgraded by something else.

• Some garrisoned units don't have specific ports for troops to shoot from. This will be investigated all KW infantry units since most civilian structure codings are not set up well for KW infantry.
• Firehawks can only get Hardpoints upgrade only if they are built first with an armed weapon manually given. But if you switch loaded weapons after the upgrade, the upgrade disappears to that Firehawk.
• SAM Turret hub animation will not show up the quad turret after the quad turret upgrade is complete. If the defensive structure is built before the upgrade, the quad turret will exist on the hub.
• Purifier animations stop working after the Purifying Flame upgrade when either created or on the field.
• Nod Armageddon bomber can't return to the Air Tower (the ability to return to the hangar is either missing or doesn't work).
• Black Hand Hallucinogenic Grenades doesn't work for the Confessor Squad.
• ZOCOM Composite Armor upgrade doesn't effect Rifleman Squad.


Updated 10/6/2014

Edited by: PurpleGaga27

Nov 2 2014 Anchor

Not sure if this happens to anyone else, but whenever I put down an AI enemy to fight against, they don't do anything, they jsut have their MCV and nothing else, is this a bug that can be fixed without needing to patch?

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