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.
I probably did not show this earlier to you guys, but since I couldn't get Combat Engineers capture structures or husks, what I have decided to do is to turn them into mechanics. Not only they can Dig In a foxhole, set booby traps and set mines, they can also heal vehicles in a small area radius (without a repair drone). The proposed cost to this unit may be a pricey one at 1000 each and is set to be a tier-2 unit.
Combat Engineers do not work in normal TW? D:
I have tried applying the capture coding to this unit but it never worked, thinking that the Mod SDK defaults only to original engineers in their vanilla factions and not to others.
Oh make them still keep their fix ability in the Talon repair APC so it gets doubled!
Have you checked out the scavenger(?) from The Forgotten mod? They have a repair vehicle feature which may be similar to what your looking for. May have to surrender an ability (Which I thought you took the call for transport out, anyways...)
The forgotten has no air transportation (I really was looking forward to that) and it is called the salvager.
Take away that useless pistol and give him a shotgun.
If it is possible,can you please fix the combat engineer's husk capturing issue thanks.