Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.
Nod Turret which will either be a Nod Legion / Black Hand (BH most likely) base defence, imported from Renegade and converted to work in Tiberium Dusk.
The Turret will be a ballistic based anti-vehicle defence and be the counterpart to the Nod Legion Stinger Site and MoK laser turret.
I really like seeing stuff from Renegade. So nostalgic. =)
Yup. I'm pretty happy that I'm working through this stuff. xP
I can understand why only a few people in the modding community have ever bothered with Renegade models though, half of the models are a complete pain in the butt to work with, missing damage textures, damage models and other problems... not to mention that the entire model usually has to be edited just to support the C&C3; texturing system (1 texture per mesh etc).
I aim to bring quite a few models from Renegade to KW though, as I really want to add them to the "Tiberian Dawn" styled factions, so its perfect. ;)