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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Report RSS GDI Updates (view original)
GDI Updates
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Neon-Ghost
Neon-Ghost - - 1,605 comments

Conscript camera crews? Hell yes XD

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WrathOfLust
WrathOfLust - - 71 comments

Sounds great! Looking forward to it!

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KiroXeiApex
KiroXeiApex - - 512 comments

It's interesting about the upgrades gives unit/structure more advantage and a penalty that gives them a disadvantage. This will be considered as an stats balance.

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azuza001 Author
azuza001 - - 1,381 comments

Yea we decided at the very beginning that there wasn't any reason to have upgrades that people always take. What's the point? This way we give the player the ability to customize their force some so going against gdi won't always feel the same.

The ai for example seems to like the orbital bombardment and autoloader upgrades, but sometimes it sticks to the ion cannon and gos for the firestorm walls.

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Quadhelix
Quadhelix - - 76 comments

The AI's preference for Autoloaders seems surprising to me because, if I understand correctly, the "upgrade" makes units objectively worse.

Units with Autoloaders can fire seven shots in the same time that the vanilla version could fire five shots without autoloaders. However, the units with Autoloaders do half-damage, so they would need to fire ten shots to retain parity.

I had considered that larger groups might change the calculus - if you have enough units to one-shot a particular enemy, the ability to fire off a second salvo faster seems like a winning proposition. However, I then realized that you need to twice as many units with Autoloaders to one-shot the same enemy, so you would be better off going vanilla and splitting your forces to one-shot *two* enemies.

Of course, all of my considerations are theoretical without any in-game testing.

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WhiteDragon25
WhiteDragon25 - - 25 comments

Perhaps a possible fix would be to reduce the amount that damage is decreased? Say, from 50% down to 30-35%? Still a substantial decrease in attack power, but not so much that it negates the increased fire-rate.

There should be a basic rule of thumb for this kind of issue: Any damage decrease percentage cannot be larger than a rate-of-fire increase percentage.

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Description

Here's another pic showing the current status of GDI, there are a lot of subtle changes going on here that I'm about to get into.

GDI Upgrades are used now to give the player some control over customizing their force to help fight against a specific enemy strategy.

Here is a list of the upgrades -

Armory Upgrades -
-Autoloaders : Titans, Predators, Mammoths, Juggernauts gain a 40% increase in attack speed for a 50% decrease in attack power. Good for dealing with swarm tactics where you need to target weaker enemies and not powerful ones.

- Camera Crew Conscription : Camera Crews replace their Economy Cameras for Rail Rifles. This gives the players infantry an extra punch they may find themselves needing at the expense of less income.

- Anti-Air Tactics : Predators, Mammoths, Titans, Pitbulls, and Griffins change their rockets to anti-air missiles. Pitbulls gain mortars for ground targets and Griffins gain a light machine gun for ground targets. Good for when you just need that extra air protection.

Tech Center Upgrades -

-Orbital Bombardment Control : Ion Control Centers are replaced with Orbital Bombardment Control Centers. These Centers call for Kodiaks in orbit to fire their Orbital Artillery Cannons covering an area in these blasts for 30 seconds. Great when you need to punch a large hole into an enemy base and shut it down for an assault.

- Structural Firewalls : Construction Yards, War Factories, Barracks, Tech Centers, Airfields gain personal firewalls tripling their HP but causing production speeds to drop by 40%.

- Tank Insurance : Titans, Predators, Pred Mk4's, Mammoths, Mamm Mk4's gain insurance, causing them to return 50% of their cost to the player upon death at a cost of using cheaper materials and having their HP reduced by 20%. Again great if you want to swarm your enemy with wave upon wave of tanks.

Oh, and these are not just ideas, they are already in the game working 100% correctly! THATS a first lol.