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.

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Early Wall footage
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fonterdriller
fonterdriller - - 31 comments

I do love how we can make walls, its so useful with nod, hiding the hubs behind and all. Its just kind of a shame that the building range of Kanes Wrath is so small and limited compared to the older version, and with the outposts and expansions costs so much with this mod, has resulted in that is used in a similar fashion to how they are in RA3.

Of course, it has also given me my favourite joke tactic using the GDI Rig and ready to be placed powerful base defences... and some walls to limit their approach. Now I can even more successfully siege enemy bases without having to risk moving in... just bombard it and let them come to me.

Btw, when is the next update out? I understand as a novice game designer, that coding and modding takes time.

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Early footage of my implementation of walls.