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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Add media Report RSS 1.25 Short Demonstration Video
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shaithias
shaithias - - 69 comments

I really like how tight the banshees are turning.
Not so happy with rate of fire on beam cannon, but I am happy its charge up time is faster.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

The blaster beam cannon is variable, you have the slow charge high damage option, or an option to fire an avatar like laser. I was trying to demonstrate that in the video. :)

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Description

Demonstration of the new physics based flying for the Marked of Kane Banshee.

Rather than using baked animations I've set out to make a physics based flight-model through the locomotor. It still needs work and some experimentation, as none of the aircraft ingame actually use the locomotor physics system except for the devastator to any real degree, but it solves the issue of the Banshee guns flying all over the place when turning.

Also seen in the video is the Cyborg Ability to attack aircraft, and the work-in-progress Marked of Kane Blaster Beam cannon changes.