It's been several months since I did mention (and promise) of a release for March 28, 2017 pertaining to the 10th anniversary of C&C3, but the lack of time, passion and motivation prevented me to release what I had for this mod. The mod had issues and instability so I couldn't make it a public release. Also I never had the time to address it in Moddb as I was doing other life activities and struggling with personal, family and health issues. However before all of this, I read books, finished creating a painful Super Mario Reloaded campaign of a 12-world 100+ map levels, done doing paid surveys, done many redundant chores and played a few other great games including the recent Mass Effect Trilogy (which now inspires me an idea to add a new powerful Scrin unit into the mod).
Before the delayed mod release, there were issues such as:
1) Out-of-memory errors
This is a critical one since I used the 4GB tool to force C&C3 to use up to 4GB of RAM. The expansion mod also used 28-30 custom music track for this reason (since the limit was 25 to prevent memory issues). Unless I have a 64-bit PC with at least 8GB RAM, C&C3 isn't going to run well even with a huge mod when the 4GB usage is enabled. This means that 32-bit PC users are going to have a hard time running this mod and size of the mod at the time when I tested out was 3.4GB, much bigger than the average size of a typical C&C mod (and not including the indies and the mods from the Unreal Engine series). If there's a mod size limit regardless of content in the mod, this mod cannot go any bigger than the limit.
2) Sub-factions not showing their construction yards at start of skirmish
Only a couple of times I fixed this, and then the issue comes up again. The configuration of starting in a skirmish or multiplayer game does not work on starting units in sub-factions, not even starting with just a MCV. As in default, all factions should start with a construction yard, except for the Trio Alliances.
3) Unexpected crashes due to objects refusing to show up ingame
There are still new units/structures not showing up after the compilation of the mod and that took some time to sort them out. It also happens when the AI cannot build that sort of building or unit.
Also before the delayed mod release, there were others that didn't get worked on:
1) The Forgotten and GDI Russia factions
The plans were there but lacked the proper time to test them out in a separate mod. I had the green light from CNCLabs to use every source code from The Forgotten mod into the expansion mod. Also I hadn't tested out the many of Madin's publicly released assets into GDI Russia which were also planned out.
2) The selected civilian objects from C&C4 and Red Alert 3.
Some objects I typed on a notepad were saved for later use. Also it's the lack of time to import them in.
3) The new skirmish maps and the supposedly 100 mission map campaign(s)
Those cannot be started until the mod is done with the KW and selected C&C4/RA3 civilian assets. If there are people wanting to create skirmish and/or mission maps, feel free to contact me via PM. I had the stories/plots and mission ideas mostly done, but I doubt I'll have the time to finish the created maps. All of the created maps done now had titled names with some marked waypoints and selected terrain and are used as placeholders in the custom missions section.
Since the mod is still run by a one man team, it is delayed indefinitely until the mod is done. When it is done, I will mention of a release. It may be a one-time release with both the mod and the complete source code and have some other modder(s) use my (and other permitted creditors') assets to finish the mod but there's little promise guaranteed on that. I can't just release the mod as it is now with instability and crash issues until I fix them. I will try to make up some lost time into creating a ModDB page for that expansion mod. Although most of the stuff in the mod is done, none of the new maps I had planned on were developed. Only the bits and pieces were left for right now. I haven't given up this dream for this unique and somewhat total-conversion expansion mod. While the C&C series isn't really dead yet, only the few people in the inner circle still believe in hope.
So just sit tight and hope there's progress in the future.
Also there're no recent updates to the KW Reloaded mod. Everything is final there.