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 Kodiak Launching (view original)
Kodiak Launching
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Valherran
Valherran - - 2,447 comments

Summon 1st, THEN mass produce? You may be the 1st to ever do that in C&C modding. lol

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Neon-Ghost
Neon-Ghost - - 1,605 comments

Kind of a weird way to field these.

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azuza001 Author
azuza001 - - 1,381 comments

Not really. The idea is simple really. These are "game enders". They are used when a battle hits a certain point that something needs to end. They are not meant to be units that a player simply can get and use in their normal fights. If GDI High Command thinks that the situation becomes desperate then they give access to one of these to "assess" the situation before giving the green light to deploy them in mass.

If through playtesting this doesn't work then we can look at other options.

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Valherran
Valherran - - 2,447 comments

So... Is there a 2nd timer after the 1st deployment? Or does it just start right then and there?

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Description

Ok, got the missiles working right (go up then come down on their heads, got to love that) and the unit is summoned onto the field, it flys down and once it's been summoned the first time it can be mass produced at the airfield. Should be all good at this point, time to work on the Salamander.