The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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Xenoforce:03 - Bug Hunt Bugs (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : Xenoforce:03 - Bug Hunt Bugs) Locked
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Aug 18 2016 Anchor

This thread is started to discuss any bugs that are found in the latest August 2016 release of the mod.

Feel free to comment here, but if a bug has already mentioned here please do not re-repeat what has already been said.


Bugs known of so far -

Earth Federation : The Earth Federation is NOT in this mod. The fact that it is available is an oversight. Do not pick the EF as an opponent or as a faction to play as. Will be fixed by next release.


Scrin memory bug : When playing against or with the Scrin the game seems to crash after a random amount of time. It appears to be linked to the memory. Try either lowering settings or running the 4GB patch here: Moddb.com

Edited by: Dougbendo

Aug 18 2016 Anchor

I found a nasty bug, the earth federation is still in the game as a option only, and when you select it and load up, it is just fog of war you see and you get the defeated message shortly after, same happens to the A.I. if it get it on random or you choose to play against it as that faction


Aug 18 2016 Anchor

Thanks, didn't realize we had kept that in, thought it was out.

Aug 23 2016 Anchor

Is the Leviathan suppose to have a affect on the frame swap system, because when i built the leviathan it didn't have any abilities on it for it even though the description on the unit says it does

Aug 24 2016 Anchor

Yes it is, once it takes off. It takes off after you launch a nuke. We will look into that.

Aug 30 2016 Anchor

Any building the evolves (GDI\NOD outposts, in field ships) automaticaly transformes if you sell it. Also, NOD laser turret hub doesn't spawn any new turrets after they are destroyed, as well as not destroying them if you sell it. And finnaly, GDI AI constantly tries to rebuild his Ion cannon structure after purchesing the orbital bombardment upgrade. Actually, the fact that it can be built again (While one stands) at all is a bug.

Aug 31 2016 Anchor

Great catches. Will start working on those now.

Sep 13 2016 Anchor

A few more: If a NOD fake building takes over a general power Salamander while it's about to drop it's bomb, it may get stuck in the air, and constantly drop it's payload with a few seconds between them. In general, I think that fake structures needs to get nerfed a bit. For example, not being able to take over Super units (it happened to my Leviathan once), or a cooldown for it's weapon.

Another one, when you sell a GDI construction yard, it releases a husk, a few rifleman, and an engineer. he can then recapture the husk and rebuild it. which can then be repeated indefinitly. Also the conyard husk projects a construction radius.

Edited by: Mernom

Sep 13 2016 Anchor

Good finds keep them coming.

Sep 18 2016 Anchor

Not much of a bug, more of an oversight, but oh well, I'm on a roll anyways.

It's too easy to steal GDI technology. All you need to do is to capture a tech center, and order an MCV drop into your base. And that's all it takes. You may consider to change the GDI reimforcments a little like the NOD powers, so it will take time and effort to get to the MCV drop.

Also, GDI can't build harvesters ATM.

And lastly, the NOD basic infentry squads and the flame tank squad seems to not work reliably: they don't do attack move well, and the flame troups don't really attack anything. also, the rocket member dosn't do much.

Sep 18 2016 Anchor

Considering gdi will (one day) be getting an overhaul and changing their design (same play style, just different loadout and tech setup) its not that high up on the list, but your suggestion would be an easy and temporary fix. As for the harvesters, that's weird.


I will look into the nod infantry not sure why they would be doing that but it's probably tied to the squad code. The rpgers are ment as aa protection. We found vs scrin they go heavy air quickly and nods infantry didn't have a good option to help against it so that's what we did.

Sep 20 2016 Anchor

GDI war factory is full with combat vehicles, and you can't make them from the conyard too.

Just confirming: if you have less than 2 harvesters per refinery additional harvesters get spawned after a short while?

Oct 3 2016 Anchor

Correct.

Oct 5 2016 Anchor

So building a large amount of refineries is the way to maintain a large harvester fleet, even if they get destroyed...

Had a long game today, as GDI with a NOD ally AI vs a pair of GDI and NOD AI's. All on brutal.

Found a couple that you may be interested in: when my ally activated the refinery to factory power, my stolen NOD refineries ended up converting as well.

The flying avatar is still having issues with It's hovering husk. You should probably make it use the same logic as airships.

Airship husks that drop over impassable area are only recoverable by NOD and their fix ship.

Cyborg husks are too small to target efficiency.

Not sure if I mentioned it, but NOD players can't capture enemy structures/husks since saboteurs try to attack them with explosives.

GDI ion cannon still uses the drone from the previous concept (the local ion canon target drone flies to the target area, shoots a weak ion burst on everything in the way, and then shoots the full power version on the target area). Not sure if it did anything beyond cosmetic, but it's there. For one, the weak bursts didn't happened.

Flying avatar has issues when near the deployed leviathan ship. It automatically converted into ground mode, and when you try to shift it back it happenes again if it's near the leviathan. I think it's because it's air mode doesn't have an upgraded version.

The railgun mammoth missiles have longer range than it's main gun.

When a grounded leviathan gets destroyed, it leaves the wrong husk.

I noticed that NOD has 2 additional airships that are hidden deeper in the game. One can be accessed by upgrading the barracks, and for the other, I'm not sure how did I get it. Can you elaborate about that?

Also could you explain about the armors varies units have now? I mean the one that has a 2nd blue HP bar.

testing revealed that the support type command ship can be spawned by sending an engineer into a fallen salamander while the offense command ship is nearby. I wonder if the Colossus has something like that...

Oct 23 2016 Anchor

Thats a lot of good finds. The elite extra ships in nods design are not supported anymore. They shouldn't be there. A lot of other points you found I will have to look into. Thanks.

Oct 24 2016 Anchor

Also, the Balanced Brutal NOD AI is more dangerous than the Xenoforce AI. Is it becasue the Xenoforce AI cheats less?

Oct 25 2016 Anchor

Yes. None of the xenoforce ais are programmed to cheat. All of their original ais on brutal get a 200% boost to income and build speed.

Oct 27 2016 Anchor

Good to know that I didn't lose becasue I'm a bad player then lol

After some more games: I found the following things:

Capturing Reaper Avatars is not as hard as I thought. But their ground form is acting like the cyborg upgraded from of the other avatars by default. Also, the Reaper gets forced into it's ground form when near a Leviathan ship. And finnaly, the Reaper's weapon ranges aren't matching: the chain gun has shorter range than the beam gun, which requiers to manualy move it closer for it to use it's full weaponry.
A diffrent bug with the upgrade to the Obelisks of Light: the desc sais that it boosts their AA range, while reducing anti ground damage. Ingame effect boosts anti ground range, while making AA fire impossible. I didn't test the damage, so I can't tell you if it's WAI or not.

As for the Scrin, I think it's a good idea to nerf the Echo\Maratyr abilities a bit. Insted of them being compleatly invunrable, make them really hard to kill, but not impossible. Or give the other factions weapons that are effective to bypass their defence to allow them to break that swarm.
Also, making Echo units have flashes of being untargetable to make the foe's forces target other units might help with that.

Dec 19 2016 Anchor

Just wanted to let everyone know that I think we have all of these bugs now fixed for the next release but if we missed something please be free to tell us on the next release.

Dec 20 2016 Anchor

Unfortenatly I won't be able to play anytime soon: My GPU died.

Dec 20 2016 Anchor

That sucks. What were you running?

Dec 21 2016 Anchor

Not a very good one... My system in general is at least 8 years old. I should get around to upgrade it...

Dec 21 2016 Anchor

Look into the Dell vestro 460's. I bought one on ebay for 100$, has an i5 2400 processor, 4 ram slots, overall nice bare bones start. You could the add a gtx 750 graphic card for 70$, more ram for 20$, and an HD for 50$ and you have yourself a full machine able to game for under 250$. Finally the vestro comes with a cd key for Windows 7 pro and you can download the cd image from Microsoft website now for free so there is your os. I did this for a friend a few weeks back, it's quite a snappy little machine and can handle more than you would think.

Dec 23 2016 Anchor

Huh. Thanks, I'll check it out.

I already have a hard drive, although I probably should reformat it at some point. I'd prefer to backup some of my data first, though.

Jan 13 2017 Anchor

Is the Scrin Drone Platform suppose to spawn motherships to defend itself because it say so in the description in the drone ship

Edited by: froggyred5

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