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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Scrin Updates (view original)
Scrin Updates
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Mernom
Mernom - - 718 comments

when can i expect a release of the version that has all those features?

Reply Good karma Bad karma+1 vote
azuza001 Author
azuza001 - - 1,381 comments

Well we still have nod, aw, and seed to go. So it will be awhile. However I may post up a gdi/scrin/ef-uc test version for people to playtest the new balance system depending on how this weekends closed testing gos. I will keep you guys informed on the main page.

Reply Good karma+1 vote
Valherran
Valherran - - 2,443 comments

Cool, I will give it a try once it's up. ^^

Reply Good karma Bad karma+2 votes
WrathOfLust
WrathOfLust - - 71 comments

Wow crazy changes :D cant wait to see all this in action!

Cheers!

Reply Good karma Bad karma+1 vote
Guest
Guest - - 691,239 comments

Now These are really Invading Alienforces!

Reply Good karma Bad karma+2 votes
KiroXeiApex
KiroXeiApex - - 512 comments

This description gives me some kind of funny advice.

Reply Good karma Bad karma+1 vote
Cjslayer16
Cjslayer16 - - 987 comments

Maybe you should change the mothership over Tib fields to a smaller but still slow low tech ship that just hovers or patrols. Just a suggestion. :P

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

The Scrin faction works from a top-down style, automatically starting with a Mothership above their base. Do not worry, while this is a very powerful ship you have nothing to fear from it at first. It only moves at 1% of it's normal speed at first meaning it basically doesn't move from over it's initial position unless one of 2 things happen.

As it levels up it slowly gains the ability to move. This makes it a great unit for protection. At lvl 1 it doesn't move. Lvl 2 it moves at 33% its normal speed, Lvl 3 is 66% and lvl 4 is 100% normal speed. If the rift tower go's off it automatically jumps up to 75% normal speed so you don't want to let the rift go off as every Scrin Drone Platform will have one of these! Don't worry there is a serious flaw to these ships. If 1 of them is destroyed a massive energy pulse go's off shutting all scrin vehilces / structures / motherships in the area down for a minute so all you have to do is kill 1 and the entire thing go's down.

Any Scrin Tiberium Accelerators also have a Harvester Protector Mothership that spawns in the field. These ships have the range required to protect the field but thats it. These guys however need that Accelerator to survive, take out the accelerator and the ship is destroyed.

Scrin bio-units that are built have the ability to spawn additional allies from killing the enemies, meaning that swarming an enemy with bio-units becomes, well, kind of fun. The more you kill the more you have to kill more. Only Bio-units do this though, Bio-Armors don't.

Bioarmors on the other hand do spawn in stronger versions of themselves if they hit teir 4 so there is that. Rare but if you come across one of these super Bio-armors you will either want to run or kill it as it will make your life hard.

Finally we have the Signal Transmitter. It no longer builds motherships, instead if covers a large area in an Ion Storm that reduces the vision range of enemy air units and cause enemy missiles to go wild and miss.