TibDusk

As a preface to people visiting this mod for the first time, this mod fundamentally changes the core gameplay of Command and Conquer 3: Kane’s Wrath. For those wanting a mod that simply makes basic changes to the gameplay or new units, I do not recommend this mod. Thank you. :)

So what is Tiberium Dusk?

Tiberium Dusk is a gameplay overhaul mod which aims to completely change the way Kane’s Wrath plays from the ground up, it features classic C&C music, new units, core gameplay changes, new models and skins, a remade menu, voice acting and much more.

The mod features music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.

Mod Features:

  • “Classic” resource and power system. Arguably the mod’s most controversial feature, it puts a greater focus on requiring power and resources are scarce in what they provide. This helps prevent spamming in multiplayer battles.
  • General faction changes to distinguish factions more, for example; the Black Hand now retains its own “classic” stealth tank and has a far greater emphasis on burning things with napalm compared to other Nod factions.
  • New Units, Re-skins and effects.
  • AI overhaul currently underway, this will help the AI behave better and provide a greater challenge with the new faction changes.
  • Return of “Neutral” AI, such as visceroids, Tiberium Fiends and blue explosive Tiberium.
  • Epic Units are now faction specific, and each sub-faction will eventually have its own unique Epic Unit.
  • Improvements to ingame artillery units, with far more diversity.
  • New Cabal voice announcer for Marked of Kane.
  • Bugfixes to remedy issues such as the Quad Turret desync and improvements to Harvester Pathfinding.

And much, much more.

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Tiberium Dusk 1.26 "Ion Storm"

In version 1.26 a new feature will be arriving called (Ion), Ion is simply a suffix for various vanilla maps in Kane's Wrath which will feature improved Tiberium life and Ion storms.

For example: Dead Six (Ion) is the Ion Storm version of Dead Six, which can be seen in the video above. A very hostile map choc-full of Tiberium Lifeforms, a dangerous ion storm and slightly changed map graphics.

So what are the Ion Storms?

The Ion Storms in Tiberium Dusk are an attempt to make an Ion Storm as faithful to the Tiberian Sun Ion Storm as possible, where possible. This includes similar style lightning effects, a more random nature to the storm, similar lighting effects and covering a much wider area without inducing lag on the engine.

This has -mostly- been achieved, with storms being able to naturally propogate and spread themselves around the map. They do not cover the entire map at the same time however, and they do occasionally glitch or get stuck in the corners of the map; this is a known bug and I'm not sure if it is fixable at this time. :P

The storms do have a tendency to attack player and AI units, though they will also strike randomly as well, the damage done by lightning strikes has been kept fairly low to avoid frustration, but an Ion Storm is still a deadly threat on the battlefield.

Improved Tiberium Life?

Tiberium Life will be found across the map in maps marked with (Ion), the Tiberium Lifeforms have now been fully set up to have their own AI and they will freely wander and do as they please. They are hostile to both players and AI, regardless of their faction.

This includes Mutant Maruaders who have a tendency to shoot on sight, unlike Tiberium Fiends or Visceroids, who usually are either aggressive or run away depending on the unit that approaches them. (They don't typically attack conyards or harvesters)

Other stuff:

Other stuff shown in the preview include a peek at the new Black Hand arsenal, including the modified Scorpion "Dragon Tank", "Devil's Tongue" flame tank, "Lazarus" stealth tank and the Obelisk of Fire.

There are also fast snapshots of various other changes like Disc Throwers and other new units built by the Steel Talons AI. Sadly I do not believe they built the disruptor, although they are fully capable of doing so. :P

Thank you!

Tiberium Dusk 1.26 is still pretty early on, but I hope to make a release after doing some massive rounds of bugfixing, polishing and improvements so stay tuned. :D

v1.26 Upcoming AI rewrite

v1.26 Upcoming AI rewrite

News 4 comments

A small talk about a planned overhaul of the Kane's Wrath AI to better suit the playstyle of the mod.

v1.26 Cyborg Reaper & Black Hand demonstration

v1.26 Cyborg Reaper & Black Hand demonstration

News

Base overview of some stuff that will be coming up in version 1.26, with a video demo of some moderate changes to two factions! Also thoughts for the...

v1.25 Black Hand Showcase

v1.25 Black Hand Showcase

News 3 comments

Showcase of new Black Hand changes, some of them Work in Progress. Seen is the Black Hand Hellfire Artillery, Flame buggies and Flame turrets.

v1.25 Ghost Stalker & Classic Commando

v1.25 Ghost Stalker & Classic Commando

News

New video showing Steel Talons improvements and also explaining what's happening recently. :)

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Tiberium Dusk 1.25 - Release

Tiberium Dusk 1.25 - Release

Full Version 18 comments

Long awaited release of Tiberium Dusk 1.25! Tiberium Dusk 1.25 - Features 5 new maps, new menu UI, some new music tracks, a music changer system, numerous...

Tiberium Dusk 1.24 - Release

Tiberium Dusk 1.24 - Release

Full Version 42 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

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

Full Version 21 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...

Comments  (0 - 10 of 343)
ramboing
ramboing

Just tried out the 5 overhaul mods for Kane's Wrath that are reasonably recent.

This one has a lot of changes that ruin it for me.
-The tech tree is absolutely retarded
-vision range is short so the game is all about stuff suddenly popping into sight in your face.
-There's some missing tooltips, the surveyor doesn't work, and some other bugs
-You start with a pretty large army, and coupled with the dumb tech tree that gives you only one option of how to progress, the only thing to do is fight from the start.
-Factions have very narrow themes, with little variety of what to build.
-Puts a shroud over maps, not just fog of war. So if you don't have the map memorized, you have to spend a ridiculous amount of time and effort exploring it just to know what you should be doing.
-No minimap till you get command post, so forget your ability to quickly move the camera as necessary to competently control your troops. You get to scroll around just trying to find them.

Bottom line, this guy spent a lot of effort on this mod, but unless you just want the nostalgia of a lot of old Command and Conquer 1 mechanics, this mod probably won't be a pleasing experience. I find all the other overhaul mods to outclass this.

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Burakkuhāto Creator
Burakkuhāto

Yeah. I am kinda deliberately trying to make it different, balancing has got a looong way to go at this point in some regards; but its important to note that I don't plan on balancing it like Tiberium Wars / Kane's Wrath which is where the difficulty lies.

The tech tree still has a lot of work required for it, I'm currently trying to add new stuff to buff out each tree for each subfaction, so point taken. :P

Vision range needs a minor overhaul to compensate for the new shroud / fog of war changes. I want to provide more scouting abilities / vision abilities as well.

The Army I do plan on reducing in size, as the AI can sometimes cheese each other with them. Its included as a legacy element though to make it feel like a classic C&C game however.

Point taken, I'm actually kinda frustrated with the amount of work I need to put into subfactions, ideally I want them to be completely unique / independant of each other at some point. :)

The shroud was addressed above, I do want some quality of life changes for this; though I don't want to remove it either. :P

The minimap command post change I added to restore a legacy feature, but also to give the command post more of an important use than just a mid-tier tech structure. I do want to reduce the price & build time of the command post in a later update though.

And point taken, I do understand that the experience is pretty jarring, especially going back and forth from TW and Kane's Wrath.
I've been on a long hiatus recently because of building a new PC and currently trying to re-setup my work on this, but in most cases I accept those points and would like to try to improve upon them to make them less jarring if possible, whilst still retaining the mechanics with the mod being a throwback to classic C&C. :P

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Guest
Guest

im having problems playing the radar wont work in campaign mode

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Burakkuhāto Creator
Burakkuhāto

In the first 2-3 missions the radar is enabled by an EA map script, not a structure, so as far as I know that script interferes with the radar-based structure changes of the mod. After those first few missions though, it should work fine. :)

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Guest
Guest

keep up the good work. got the wrathed launcher.

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Burakkuhāto Creator
Burakkuhāto

Cheers. :)

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memeyurself
memeyurself

oof i forgot to login

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Guest
Guest

ummm the mod dont work on me idk why

i did everything right but it doesnt work

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Burakkuhāto Creator
Burakkuhāto

Sorry about the delay, I've been really busy. ^^

Are you certain that the mod is not in conflict with another? (Or using Origin Version of C&C3; / Kane's Wrath), these two things can cause major issues with the mod loading.

Sometimes I've had the mod conflict with One Vision (though I can't actually replicate it today, so I'm not sure how it happened, something to do with how the game expects to load the mods), I believe launching from vanilla or checking the SkuDef file inside the KW folder (with notepad etc) to see if anything is askew can help.

Origin version of C&C3; has massive issues with mods too, and you'll need special launchers for that version. x(

It all depends on what your situation is. ^^

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Guest
Guest

Does this work with the origin version of KW CnC3

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Burakkuhāto Creator
Burakkuhāto

It does, but you'll need to use Bibber's Ultimate Collection Launchers, of which Bibber's website was taken down recently... so I'm not sure where you'd find them easily.

If you do some searching and find them though, you can then use the launchers which will allow you to use WrathEd Mod launcher; which will allow you to run mods. :)

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