71 readme
By PurpleGaga27 (aka Zocom7)
Tired of desyncs in KW? Tired of slow performance on your PC when playing KW? Tired of not enough KW
content and gameplay? The epic wait is finally over after being frustrated with lack of KW resources from EALA
for the past several years. What was once impossible to do in the past is now becoming reality. Without Bibber's
C&C Asset Extractor tool and the original KW xml pack, this mod would have been impossible to develop.
The purpose of this enhancement and fun mod is to get a clean feeling of what the game is supposed to be
played with the righteous content of gameplay. Now with Kane's Wrath and C&C4 content, it brings this mod to a
whole new level of gameplay and style. This mod for C&C3 Tiberium Wars makes gameplay and other changes
across all three factions. New units imported from KW and C&C4 (yes, they are real) will add the strength of the
gameplay experience. There are some new mod changes from anything related to what other C& C3 mods do
have, except when used with permission. This is now a full version mod, and any errors and additions in the mod
will be issued to future patches.
Installation:
C&C3 with patch 1.09 (which happens to be the latest and last version) is required in your computer. As for this
final version, delete old mods (in Desura/Steam/Origin) that have the names of STZOCOM, BMRT and R17T59 (they
are not needed for this one). You will need to create a shortcut to the C&C3 ex ecutable with an added -ui on it
without the quotes. Adding in the ui command launches the C&C3 Control Panel. Click on G ame Browser and
then click on the Mods tab. You will get a list of C&C3 mods installed and you can select whichever mod you
want to load. All DirectX, graphic and sound drivers need to be updated to their latest versions. Place the mod
folder into whichever operating system you have:
Windows XP path: "C:\Documents and Settings\your user name\My Documents\Command & Conquer 3 Tiberium Wars\Mods"
Windows Vista, 7, 8 path: "C:\Users\your user name\Documents\Command & Conquer 3 Tiberium Wars\Mods"
(This mod is incompatible on Mac OS, Linux, Windows 2000/Me and lower versions.)
If this mod is put into the following:
Desura: Ask Fellyne via PM in ModDB (not me); I have little knowledge on how mods run under Desura.
Steam: Since independent games (not relating to Valve) are installed into the directory of C:\Steam\Steamapps\
Common, I assume mods are also run from their normal paths (the way how C&C3/RA3 are installed). If you are
still having trouble loading C&C mods from Steam, ask Fellyne via PM in ModDB (not me).
Origin: Since all C&C games are most likely to be installed into C:\Program Files\Origin G ames, the way mods
work are the same as all normal C&C3 /RA3 mods do, but running C&C3/RA3 mods must have their ex ecutable
shortcuts created with a -ui (without quotes) to get to the control panel to run mods. Regardless if you have the
C&C Ultimate Edition or just a C&C game on Origin and you still have problems running th e game, ask Bibber via
PM in the official C&C forums and/or ModDB (not me).
Uninstallation: Just delete the KW Reloaded folder from your C&C3 mods directory.
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==================================
Version 1.71 Changes (Twilight Edition)
==================================
Fixed an issue that the Mastodon doesn't show up in-game.
Removed mine ability for the Steel Talons MRT that doesn't work in-game.
In-game custom music is now at a quality of 320 kbps.
=================================
Version 1.7 Changes (Twilight Edition)
=================================
This last version adds some inclusions and fixes some rare issues, bugs and balancing changes.
Global fix es:
Fixed an issue where built aircraft with unlimited ammo cannot go to a rally point from an aircraft structure.
Fixed an issue that Emissaries cannot be built in Black Hand/Marked of Kane War Factory and/or Redeemer
Engineering Facility.
Fixed tracer guns visibility for Wolverine and Scrapbus due to a change of a new weapon template, enough to
see more than one tracer gun fire.
Fixed an issue that a Rocket Bunker does not show a Quad Turret even if upgraded.
Fixed an issue that Hardpoints upgrade does not work with newly built Orcas and Zone Orcas.
Fixed an issue that the Firehawk does not start with its default weapon, but the issue remains for Hardpoints
that do not work with newly built Firehawks even when upgraded (regardless of select weapon load).
Fixed Defiler's attacking animation but its moving animation issue remains.
Fixed some portrait icons that were oversized since the last release.
Global Changes
Added Service Depot to all GDI and NOD factions. Requires War Factory to be built and only one unit can be
placed in a service depot at a time for repair (takes several seconds).
Added Orca Bomber for GAF and Steel Talons factions. Requires Tech Center to be built.
Added Underminer for the Marked of Kane faction. It can set mines, attack with mi nes and repair units. Requires
Operations Center to be built.
Added Smoke Grenade ability to the Riflemen Squad. Applies to all GDI factions. Smoke may or may not be seen.
In-game music mentioned in the last release is now added to the final version but in low 128 kbps quality.
Units that fire prematurely before turret changes to the correct position has been fixed with a pre-fire delay on
their weapon(s).
Sorted order of building MCVs, Surveyors, Emissaries and Explorers to the very end of every vehicle building
tab, except tier-4 war factories.
Structures in Logic Command Set that did not previously have Toggle Power, Self Repair and Sell commands
have been added in to all factions.
MOK Vertigo model is replaced by the C&C4 model. Ability and attacking remains the same.
ZOCOM can now build a Tiberium Field just like the GDI.
ZOCOM Predator Tank can now use the HEAT ability (effectively against armored vehicles) and now has a
Rocket Pod upgrade (which increases damage).
GDI can now build fake structures (requires fake crane to be built and fake crane requires the original crane to
be built at a cost of 500 in 10 seconds and a limit of one on the field). Those fake structures shall cost 100 in 5
seconds and they pertain to do nothing but stand as decoys with low health. Armory, Power Plant, Refinery,
Reclamation Hub and other defensive structures are excluded.
Reduced the upgrade bonuses of Vehicle Bombardment, Offensive Maneuvers and Boosted Power.
Kane, Mastermind, Prodigy and Cultists can no longer use mind control on epic units and now GAF defenses.
Tiberium Agitation now applies to all sub-faction units and structures with Tiberium in which were not listed.
Removed the building limit on any aircraft unit that requires ammo to be refueled at an Airfield, Hangar or Gravity
Stabilizer. There is a bug where you can build unlimited aircraft in one turn ev en though the limit of placing units
with reloadable ammo on an aircraft structure is four.
Cyborg Commando usage of C4s is no more. It will rely on his plasma cannon attack effective against units.
Cultists finally get their own mind control weapon, and now built in a squad of five. They cannot use mind
control on structures, aircraft and epic units. Cost reduced to 1200/15 and still requires Technology Assembler.
Some locomotor, armor and weapon codings have been changed to some units used from KW P atch 1.02+ as
part of the enhancement. The following changes are also from KW Patch 1.02+ :
-- Shadow Squad attack bugs fix ed. Glider landing will start at a range of 50.
-- Scrin/Reaper-17/Traveler-59 MCVs can now be teleported by either Mastermind or Prodigy.
-- Seekers and Fanatics weapon target priority changed from infantry to vehicles.
-- Reaper-17 Reaper Tripod charged reserves bug fixed.
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Version 1.6 Changes (Twilight Edition)
=================================
This is the latest full version release of KW Reloaded 1.6. Some of the balance changes and the fixed bugs and
glitches have been modified since versions 1.4 and 1.5.
Global Changes: (** not part of this public release)
Added the tenth faction: the Global Air Force (GAF) which consists of mostly C&C4 units. Air Defense
Maneuvers is to be a new tier-3 upgrade for the GAF faction which gains 25% more on speed, armor and health.
No other new CNC4 units are put into any other sub-faction none other than Steel Talons, Marked of Kane and
this new faction.
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Added several new upgrades among all ten factions. See faction(s) change list for details.
Re-defined color names and modified other defines in the mod.str file.
The C&C3 X360 Tutorial Map has been re-compiled for faster loading.
Added three new colors making a total of 20 house colors to choose from in MP/Skirmish mode.
Changed MP Game Rules: credit minimum at 5000 to a m aximum of 100000.
Changed Victorious and Defeated messages to Mission Accomplished and Mission Failed, the way that
Westwood did to older C&C games.
GDI Fuel Depot destruction damage and radius increased. This also applies to the Oil Derrick in a different way.
Any new units or any sub-faction units that cannot use call for transport can now use it without the prerequisite of a Air Field or Air Tower. This applies to all factions.
Added tier-3 power structures to all factions. All GDI factions get to build the Power Defensive Grid. All NOD
factions get to build the Power G enerator. All Scrin factions get to build the Phase G enerator. Both the Power
Defensive G rid and Phase Generator cost 1500/30 to build with 500 power gained. The Power G e nerator gains
1000 power when built.
Added selected C&C4 and RA3 neutral structures usable with the C&C3 WorldBuilder. All have sounds.
---Tiberium Control Network provides 200 power and gains credits (500 credits per 15 seconds).
---Tiberium Spike Tower gain credits, just like the original Tiberium Spike, but gains 25 credits per second.
---Uplink Tower provides a full open view of the battlefield.
---AA Turret is a defensive structure against enemy aircraft.
---Artillery Turret is a defensive structure against enemy units.
---Defensive Tower senses incoming troops from afar. Also detects nearby stealth. (sub. for Sensor Array)
---Frontal Tower provides 200 power with no upgrades.
---Garage heals nearby vehicles at 1% per second.
---Hospital heals nearby infantry at 1% per second.
---Observation Tower provides a partial open view of the battlefield.
---Oil Derrick provides 200 credits per 10 seconds. When destroyed, it explodes on a medium radius around it.
th
Added back 44 KW skirmish maps that have been re-compiled for faster loading. The 44 official KW skirmish
map added in happens to be a re-modification of Black's Big Battle into a 8-player map called as Black's Biggest
Battle, good for a 4 vs 4 match. **
Action music will not be played unless 1000 units are involved (a returned change since version 0.7). **
Added replaced and/or new in-game music totaling 358 MB (all in 320 kbps format). Full volume minimized by
75% due to max imum volume got from the MP3 files. The following songs based on the type of region. **
--Main Menu: Red Dusk/C&C3 Main Menu
--Credits Menu: Act of Instinct 3, Mechanical Mind
--Skirmish Menu/Options: FS and Tsun Main Menu theme
--Blue Zone: Act of I nstinct 3, Devil March, Hell March, Hell March to the Apocalypse, Scouting, H eroism
--Yellow Zone: Bog 2004, Airstrike/Traction, Technical Data/Composite, Moving Now, Radio 3
--Red Zone: Nod Crush, Pharotek, Phattack, Divine Intervention/Icarus, Mechanical Man/C&C, Reload
--Unknown Zone: Journey, Approach/Time Bomb, Voice Rhythm 1 and 2, He Lives, Virus, Streets/Tunnel,
Construct/Infiltrator, Welcome Back Commander
Steel Talons Changes:
Added a new upgrade called Overkill, which increases the rate of fire and range by 25% to most Steel Talons
ground vehicles and the Kodiak, as a tier-3 upgrade.
ZOCOM Changes:
Added back the Falcon MRLS and Patriot Missile System defenses. Upgrades now apply to them.
Units can now call for transport without the pre-requisite of an Airfield.
NOD Changes:
Fixed an issue where Banshee and Armageddon Bomber cannot return to the Hangar.
Tiberium Core Missiles is added to be a tier-3 upgrade for all Nod factions. This upgrade increases 25% more
damage applying to Attack Bikes, Stealth Tanks, Mantises and Rocket Turrets. Applies to all factions.
Demo Truck cost reduced to 3 000/30 and can be built unlimited. Weapon changed from a nuke to a normal
grenade suicide bomb and damages 5000 hit points in a 500 radius on anything whether if it's friendly or foe.
Attack is similar as a Fanatic. When destroyed or crushed in battle, the damage is the same as the attack.
Black Hand Changes:
Charged Particle Beam is added to be a tier-3 upgrade which gains 25% more damage from Elite Confessor
Squad, Venoms and Shredder Turrets with charged particle beams.
Fixed an issue on the Purifier's animation when Purifying Flame is upgraded.
Redeemer is now armed with Rocket and Flame turrets.
Removed EMP Blast upgrade and Master Countermeasures from this faction.
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Version 1.5 Changes (Wrath Edition)
================================
This is the first full version release of KW Reloaded 1.5. Most of the balance changes and the fixed bugs and
glitches have been modified since version 1.4.
Global Changes:
All C&C4 units (except Ironback, Scrapbus, Sandstorm, Mastodon, Kodiak and Salamander) are not available to
build in this version (for those users who wanted to play the KW way).
Added Black Hand, Marked of Kane, Reaper-17 and Traveler-59 sub-factions into the mod.
Added 14 new upgrades (most from KW) throughout all nine factions. See faction changes for details.
Multiple queue building is now working for all structures and defenses with a limit of 10 per queue. Build times
for some structures, infantry and vehicles have increased.
Power usage is now set to Red Alert 3 standards. All Construction Yards are given with 50 power units. Power
upgrades now need 20 seconds to research from all power plants and they no longer need a prerequisite.
All vehicles (except MCVs and base expansion units) now require power to build. All harvesters and carryalls
require 5 power units, most tier-1 and tier-2 vehicles require 10 power units and most tier-3 units require 15 power
units. All epic units require 50 power units.
Most units now have a limitation of 50 units (for each unit type) on the field. MCVs, Surveyors, Emissaries and
Explorers have a limit of 10 on the field each.
All infantry (except Commandos, Engineers, stealth units, Epic U nits, defense structures) cannot detect stealth.
The only vehicles that can detect stealth are Pitbull, Orca (with pulse scan), Attack Bike, Seeker Tank, Stealth
Tank and upgraded Avatar Warmech.
Added a temporary new unit to the Mutant Hovel: the Mutant Rhino Tank (which happens to be a Soviet unit)
Replaced Predator Tank, Mammoth Tank and Light Tank weapon fire sounds with the ones from Red Alert 1.
Replaced Glorfindel, Light Tank and Zone Stalker voice taunts from the voice taunts from C&C2 and RA1.
All refineries, cranes and foundries require Power Plant or Reactor to build.
All units in all factions (except Steel Talons) can now use call for transport without a pre-requisite.
Placing mines now cost 300 with a cooldown of 45 seconds.
GDI/Nod Commandoes and Kane can now use C4 explosives on certain vehicles (i.e. Predator, Slingshot,
Shatterer, Mammoth, Scorpion Tank, Flame Tank, Beam Cannon, Specter, Manta, Devourer Tank, Corrupter,
Manta, Defiler, Zone Shatterer, Titan, Sandstorm and all types of Harvesters)
Added back Africa, China and Russia civilian objects and KW neutral structures usable within C&C3 WB.
Modified the mod.str file for updated descriptions with the 14 new upgrades amongst nine factions.
GDI Changes:
Added new upgrades: Hardpoints (cost 2500/60 -- to Orcas, Zone Orcas and Firehawks), AP Ammo (cost
2000/60 -- to Riflemen Squads, APCs, Hammerheads and Watch Towers), Tungsten Ammo (cost 1500/45 -- to
5
Slingshots and AA Batteries) and Vehicle Bombardment (cost 5000/90 to Predators, Mammoths and the MARV).
Both AP Ammo and Tungsten Ammo upgrades increase attack dam age by 25% for those units. Those new
upgrades (except Vehicle Bombardment) also apply to the ZOCOM faction.
Bug Issue: Firehawks can only get Hardpoints upgrade only if they are built first with an armed weapon
manually given. But if you switch loaded weapons after the upgrade, the upgrade disappears to that Firehawk.
Sharpshooter Team support power cost reduced to 3200.
Due to a new power usage, Watch Towers require Power Plant in order to be built. (Applies to all GDI factions)
Steel Talons Changes:
Added new upgrade: Offensive Maneuvers (costs 5000/90 and increases attack damage to Titans, Wolverines,
Sandstorms, Mammoth Tanks and Kodiaks by 25%)
Kodiak is now improved with the correct animations and weapon bones. Build limit on the field is three.
ZOCOM Changes:
Added new upgrade: Defensive Maneuvers (costs 3000/75 and increases armor, hit points and speed of Zone
Troopers, Zone Raiders, Pitbulls, Predator Tanks and Zone Shatterers by 25%)
Added new upgrade: Structural Defense (costs 3000/60 and increases armor for all structures by 25%)
Zone Orca now holds 5 ammo instead of 6. When upgraded with Hardpoints, it holds 8 a mmo.
NOD Changes:
Due to a new power usage, Shredder Turrets require Power Plant in order to be built. (Applies to all NOD
factions)
Added Quad Turrets upgrade (applies to all Nod factions). Cost is 1000 in 30 seconds.
Bug Issue: SAM Turret hub animation will not show up the quad turret after the quad turret upgrade is complete.
If the defensive structure is built before the upgrade, the quad turret will exist on the hub.
EMP Coils upgrade cost increased to 1500 due to the useful Kane unit.
Master Countermeasures now costs 300 credits to use.
Changed Tiberium Silo models from Madin so they can look different from GDI. Applies to all Nod factions.
Black Hand Changes:
Added new upgrade: Purifying Flame (costs 3000/60 and increases attack damage by 25% for all flame units)
Bug Issue: Purifier animations stop working after the Purifying Flame upgrade when either created or on the field.
Venom cost increases to 1000 due to its charged particle beam weapon.
Purifier, Flame Tank and Black Hand can now fire correctly with blue flames.
All balance changes to this faction are included from BMRT version 1.3.
Marked of Kane Changes:
Added new upgrades: Offensive Capabilities (costs 3000/75 and increases attack damage and rate of fire to
Enlightened, Venoms, Shredder Turrets, Scorpion Tanks, Stealth Tanks and Salamanders by 25%) and Structural
Defense (costs 2000/60 and increases armor for all structures by 25%).
Cybernetic Legs upgrade moved to Secret Shrine. Cost and research time remain.
Venom cost increases to 1100 due to its supercharged particle beam weapon.
Salamander is now improved with the correct animations and weapon bones. Build limit on the field is three.
All balance changes to this faction are included from BMRT version 1.3.
Scrin Changes:
Due to a new power usage, Buzzer Hives require Reactors in order to be built. (Applies to all Scrin factions)
Added new upgrade: Boosted Power (to Gun Walkers, Seeker Tanks, Devourer Tanks and Mantas). It costs
3000 to upgrade in 60 seconds and increases attack damage and armor by 25%. (also applies to Reaper-17)
Corrupter can now place mines on the field. (A lso applies to R17 and T59 factions)
Mastermind now has a restriction to manipulation control from sub-factions.
Reaper-17 Changes:
Added new upgrades: Conversion Reserves (cost 1000/3 0 to Devourer Tanks and Reaper Tripods) and Shard
Launchers (cost 2000/60 to Shard Walkers, Ravagers and Photon Cannons).
All balance changes to this faction are included from BMRT version 1.3.
Traveler-59 Changes:
Mastermind and Prodigy have a restriction to manipulation control from sub-factions.
All balance changes to this faction are included from BMRT version 1.3.
Added new upgrades: Composite Alien A rmor (cost 4000/75 to upgrade and applies to Disintegrators, Shock
Troopers, Ravagers, Cultists, Mastermind, Prodigy and all shielded vehicles) and Structural Defense (costs
2500/60 and increases armor for all structures by 25%)
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Added Assault Mothership (epic unit to replace Mothership) and Defiler into the faction. Assault Mothership
costs 6000/60 and requires Signal Transmitter to be built. Defiler costs 1500/15 and requires Technology
Assembler to be built. Note that the Defiler weapon animation still needs some work. When Assault Mothership
is destroyed, it unleashes a temporarily big ion storm on the field, killing enemy objects.
Old Changes
Version 1.4 Delta Changes:
Global Changes:
Replaced some APT/GUI names modified to lower case letters.
Re-placed the main menu, credits, options and score themes from the ones in KW Reloaded 0.75 beta.
Any remaining units which did not get veterancy will be included with the ex perience values.
Added Mutant Glorfindel, I ronback, Scrapbus and Light Tank units via a Mutant Hovel structure.
Added Shogun Ex ecutioner as a neutral unit only usable through the C&C3 WorldBuilder for custom mapping.
Temporarily added the rage generator ability to this unit and may soon be using the typhoon shockwave ability
which can destroy all ground units in a given radius. C4 explosives and mind control don't work against this unit!
GDI/Nod Commando no longer can use C4 explosives on vehicles due to large micromanagement.
All rocket/missile projectile speeds increased by 25% excluding Zone Raider, Stealt h Tank and Rocket Bunker.
Some units can now move backwards and attack in reverse move when they are supposed to be: APC, Pitbull,
Slingshot, Shatterer, Sandstorm, Shockwave, Mirage Tank, Seeker Tank, G un Walker, Devourer Tank, Manta.
All harvesters are equalized at 10000 health (Heavy Harvester is at 12000 health) and
Surveyor/Emissary/Explorer are equalized at 3000 health each.
All changes from STZOCOM versions 1.1, 1.2 and 1.3 are carried over to this version.
Most previous changes from KW Reloaded versions 0.75 and lower are carried over to this version (not
including RA3 power usages, stealth detection and limited unit spam).
GDI Changes:
Added Ceramic Armor upgrade to Orcas, Hammerheads and Firehawks. (also applies to ZOCOM faction)
Commando and Zone Trooper are now immune to Tiberium. Health increased slightly for Zone Trooper.
APC can now carry up to three infantry squads. Health increased slightly.
Slingshot can no longer crush infantry. Health increased slightly. (also applies to ZO COM faction)
Rig and Battle Base now have equalized health at 10000. (also applies to ZOCOM faction)
The Dig-In Bunker can now be garrisoned by three infantry. (also applies to ZOCOM faction)
MARV cannon and grenade armor increased. MARV sonic cannon weapon range increased to 375 from 350.
MARV equipped railgun and rocket weapons are now equalized at the attack range of 350.
Missile Squad and Grenadier Squad sniper armor with composite armor upgrade decreased. Missile Squad
armor versus grenade increased.
Watch Tower requires Barracks to be built.
Steel Talons Changes:
Added crushable and crusher level for the Conductor.
Titan cannon and railgun attack range increased from 325 to 350.
MRT evacuation button is replaced with an infantry portrait icon for instant evacuation.
ZOCOM Changes:
Zone Raider is now immune to Tiberium and to the cloaking field.
Mirage Tank armor versus grenade, cannon and rocket decreased. Changed crushable and crusher level.
NOD Changes:
Kane can no longer be c rushed by tier-4 units, not even a Shogun Executioner! Not only he's now immune to
Tiberium, suppression and the cloaking field but also he can be healed in Tiberium. Animations are now finalized.
Removed Booby Trap ability and replaced with the Rage Generator and EMP Blast (requires upgrade) abilities.
Added Cybernetic Legs upgrade to Saboteur, Awakened and Enlightened (research at Tech lab).
Replaced Confessor U pgrade with Black Disciples. This applies to all Militant, Militant Rocket and Confessor
Cabal Squads. Research cost remains at 2000 credits in 45 seconds.
Re-added in Voice of Kane, Air Support, Reckoner, Specter, Redeemer Engineering Facility, Redeemer, Demo
Truck and Armageddon Bomber to the NOD faction.
Temporarily added Confessor Cabal, Awakened and Enlightened. Confessor Cabal can now use the
Hallucinogenic Grenade where as Awakened and Enlightened can now use the EMP Blast ability.
Vertigo can now use the disruption pod ability, but it can only be placed on the battlefield and not on an object.
Redeemer can now use the rage generator ability. Effect lasts for ten seconds in a range of 500.
Commando, Awakened and Enlightened are now immune to Tiberium.
7
Militant and Militant Squad's rocket, grenade and gun armor buffed.
Signature Generator and Dozer Blade upgrades moved to the Operations Center.
Master Countermeasures support power ability moved to Nod Tech Center from Temple of Nod.
Radar Jam support power now cost 300 to use.
Shredder Turret requires Hand of Nod to be built.
Tech Center requires War Factory and Operations Center to be built.
Scrin Changes:
Added Advanced Articulators and Traveler Engines upgrades through the Technology Assembler.
Attenuated Forcefields upgrade can now be used with G un Walkers and Seeker Tanks. Forcefield G enerators
now apply to Corrupters, Devourer Tanks, Stormriders, Mastermind and Mothership.
Re-added in Warp Chasm, Eradicator Hex apod, Ravager, Mechapede and Manta to the Scrin faction.
Eradicator Hexapod can now use the Transport ability without the need of a Mastermind garrison upgrade.
Ravager range and weapon damage increased. Resistance to gun reduced. While immune to Tiberium, it can
now use the Tiberium Agitation ability.
Manta and Harvester can now uncombine/combine buzzers. Manta attack damage increased slightly.
Corrupter range increased from 100 to 200 and can now heal all new Scrin KW units.
Stormrider cannon and grenade armor decreased.
Plasma cannon and blink pack upgrades moved to Stasis Chamber.
Tiberium Vibration Scan support power now cost 300 to use.
Buzzer Hive requires Portal to be built.
Technology Assembler requires Warp Chasm and Nerve Centre to be built.
Manipulator mind control ability no longer works to Kane, Shogun Executioner and to ZOCOM and Steel Talons
defensive structures.
Fixed some balance changes and other xml co dings. Also added some missing sound effects.
GDI can now build walls. No other new changes applied to this faction in this version of the mod.
Added Mutant Glorfindel, I ronback, Scrapbus and Light Tank units via a Mutant Hovel structure.
All Nod factions should have walls buildable and be extended with its wall span ability.
All Nod factions: Refinery requires Power Plant to be built.
Most Nod Infantry built times modified involving new infantry units.
Added Banshee to all NOD factions. Cost is 2400/24 and requires Tiberium Liquidation Facility. Like the
Stormrider unit, it does not need to reload its ammo back to the hangar.
Added Kane into NOD and Marked of Kane factions. (That's right; it's the real Kane unit.) Kane will be equipped
with heroic veterancy, leadership buff, auto-healing, C4 explosives (buildings only), mind control (units only), rage
generator, EMP blast and call for transport. A tier-4 unit requiring Temple of Nod and Secret Shrine, his stealth,
high health/armor and moderate speed can't stop anyone on the battlefield as long he's the Messiah. (rage
generator and EMP blast abilities are not working yet)
Added Tyrant Tank into the Marked of Kane faction. Weapon is similar to the Cyborg Reaper unit but more
powerful. Also it can use the EMP blast ability and can also crush infantry with ease.
Black Hand Shredder Turret and Elite Confessor Cabal (the other new unit to BH faction) will have charged
particle beams when built without the upgrade.
Black Hand Purifier and Black Hand Squad will have purifying blue flame throwers when built without the
upgrade. Currently the Black Hand Flame Tank is not equipped with that yet.
MOK Shredder Turret and Venom will have supercharged particle beams when built without the upgrade. (The
Enlightened are already equipped with them.)
MOK Attack Bike and Rocket Bunker will have Tiberium core missiles when built without the upgrade.
MOK Cyborg Reaper moved into the infantry build queue. Model size is now a bit smaller.
Cancelled: Nod Flame Tower into Black Hand faction. Primary model works but the weapon bone(s) issue led to
a invisible firing mishap. The same fate may happen on getting blue flames to work for the BH Flame Tank.
All Scrin factions: Extractor requires Reactor to be built .
Scrin Infantry built times modified. Buzzers 300/5, Disintegrators 500/8, Assimilator 500/10.
All Scrin Harvesters and Mantas can now use the ability to combine/uncombine buzzers.
Reaper-17 Gun Walker will have Tiberium shards when built without th e upgrade. Cost is 800/8.
Reaper-17 Shard Walker will have blue shards when built without the upgrade. Cost increased to 1100 from 800
and now will be built as tier-2 with higher health.
Reaper-17 Photon Cannon will have shard launchers when built without the upgrade. Cost increased to 1400/14.
Known issues:
You have to manually set a weapon to load for all GDI factions of the Firehawk before attacking.
ZOCOM ground units cannot use the call for transport ability when Airfield is built.
Mastodon still requires manual control to attack units and structures since it cannot attack automatically.
Tires disappear when the Mirage Tank is moving.
Both Titan and Mammoth Tank can now use Adaptive Armor without the us e of an upgrade. Effects of the
adaptive armor still needs some leftover fixing on the shaders.
Added Sniper Squad to the Barracks. Still no commando unit for this faction.
Added Sensor Array which requires Command Post to be built.
Added Combat Engineer which now can capture most tech and enemy structures.
Replaced MARV with the Mastodon. That unit can be garrisoned by three infantry.
Replaced Pitbull with the Talon. Replaced Slingshot with the Sandstorm.
Replaced Hammerhead with the Orca Minigunner. That unit will have Pulse Scan.
Replaced Firehawk with the Orca Paladin. That unit requires Tech Center to be built.
Replaced Call For Transport ability with the building of Orca V-Ox and Carryall units to all ground units.
Temporarily do not have weapon upgrades for Watch Tower, Wolverine, Riflemen Squad and AA Battery.
Temporarily do not have the support power of ST Bloodhounds using Wolverines and Talons.
ZOCOM Changes:
Only retains the Zone Raider, Zone Orca, Hammerhead and Zone Shatterer.
ZOCOM MARV can now fire with sonic shells instead of railguns (from Zone Ra ider).
Added a new ZOCOM defense structure, the Defensive Tower.
Replaced Missile Squad with Zone Defender. Added Zone Trooper into this faction.
Added Sheppard Tank (replacement to the Predator Tank). Can be garrisoned by an infantry. Costs 1000/10.
Added Spartan Tank which requires Command Post to be built. This unit replaces the Mammoth Tank.
Costs 1500/15 due to the double power damage from a Predator Tank.
Added Zone Howitzer which requires Tech Center to be built. Fires a sonic artillery shell. Costs 1800/18.
Increased health to the Rig and packed Battle Base to 15000.
Zone Shatterer can now fire with an overload beam.
Zone Juggernaut can now fire triple sonic artillery shells from afar. Cost increased to 2500/25.
Temporarily do not have special upgrades for Zone Orca and Firehawk. Also no weapon upgrades yet.
Temporarily do not have the support powers of Bloodhounds using Armadillos and Pitbulls, Airborne using Zone
Defenders and Riflemen Squads and the Zone Raider Drop Pods.
Units to be added later in the next version: Zone Predator (with upgraded rockets), Zone Mirage Tank (with the
cloaking ability), Patriot Missile Turret, Falcon MLRS, Zone Stalker (the replacement to the GDI Commando).
NOD Changes:
Only retains the Reckoner, Specter, Redeemer Engineering Facility, Redeemer, Air Support and Voice of Kane.
Added Armageddon Bomber into this faction at a cost of 4000/40. It is armed with a Tiberium vapor bomb.
Vertigo can now fire with its vulcan gun on enemy aircraft.
Black Hand Changes:
Added Militant Squad and Chemical Warrior into the Hand of Nod. Chemical Warrior requires Operations Center
to be built and it will be built as an individual unit for the cost of 600/10.
Removed Shadow Squad from the faction since stealth isn't a factor for this faction.
Marked of Kane Changes:
Added two new MOK defense structures, the Turret and the Rocket Pod.
Added Militant Squad into this faction. The Awakened is now a tier-2 unit.
Added Avenger, Cyborg Reaper and Cyborg Commando into this faction. Replaced Scorpion Tank with Avenger
Tank. Replaced Nod Commando with Cyborg Commando.
Removed Fanatics, Beam Cannon and Avatar from this faction.
Dozer blades upgrade removed from Operations Center due to the Avenger unit.
Scrin Changes:
Only retains the Ravager and added with the Manta unit.
Corrupter healing on all friendly units decreased significantly.
Reaper-17 Changes:
Added Super Growth Accelerator, Manta, and G un Walker into this faction.
Mechapede is only buildable in this faction. No upgrades needed.
Removed forcefield generator upgrade for this faction.
Traveler-59 Changes:
All vehicles you built cost 200-300 more credits than the previous values due to the fact that they have shields
enabled once you built them.
Added Devourer Tank into the faction. Removed Annihilator Tripod from this faction.
Cultists cost 2000/20 and comes trained as a group of three, becoming a triple mind-control squad.
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Added three new Traveler-59 structures: Terraforming Nexus, Life-Form Tower, and Lightning Spike.
Terraforming Nexus requires Technology Assembler to be built. Life-Form Tower requires Signal Transmitter to be
built. Lightning Spike requires Nerve Centre to be built.
Version 1.0 Delta Changes: (Note that this former full version was a failure)
Integrated all six sub-factions, most abilities and some new units into this mod. I ssues are unknown.
Added some KW support powers and upgrades into the six factions (somehow not working in-game).
Fixed, added and modified some xml files associated with the units and structures.
as Pitbull, Orca, Attack Bike, Venom, Avatar (with Attack Bike commandeer upgrade), Seeker Tank, Zone Tr ooper,
Sniper Squad, Shadow Team, Mothership and Mutant Marauder. Also removed ground stealth detection to AA
Battery, SAM Turret and Plasma Missile Battery defenses. Remaining defensive structures that detect stealth
remain unchanged.
Barracks, Hand of Nod and Portal can now heal infantry for three seconds when garrisoned. I n that way, the
GDI Armory no longer heals infantry.
GDI Watch Tower requires Barracks to be built. Shredder Turret requires Hand of Nod to be built. Buzzer Hiv e
requires Portal to be built.
Added GDI Sensor Array structure ingame. Cost is 1200 in 12 seconds with a limit of three on the field. This
defensive structure can detect stealth units and other obstacles within a 500 radius and it also makes nearby
infantry immune to suppression.
Added the Scrin Mechapede ingame but with only a line squad of eight bodies with no front head. The problem
in getting the front head in with a line squad of eight millipede bodies working is not that simple. Currently the
unit cannot wiggle because of the coding incompatibility. Since the unit carries no upgrades, the unit is
temporarily an offensive unit armed with eight razor drone laser weapons.
All vehicles and infantry can no longer use their call for transport ability. This is all due to the building of those
GDI/Nod Carryalls and V-Ox Transports from their airfields.
Added GDI Carryall and Nod V-Ox Transport into the mod. As of now, the GDI /Nod Carryalls can transport
vehicles (limit one vehicle per carryall) whereas the GDI/Nod V-Oxs can transport infantry (limit one per V-Ox).
Carryalls can now carry some KW and C&C4 vehicles.
Surveyors, Emissaries and Explorers are now buildable in the War Factory instead of Construction Yard.
All MCVs and Drone Platforms will cost 5000 each. Th e selling of a construction yard is 2500.
All CNC4 U nits (except Mastodon) have their health increased slightly.
Added all remaining neutral structures from GDI, Nod and Scrin factions i nto the mod.
Added a bunker for the Mastodon which has a three- slot infantry to provide fire support.
Added leadership attributes' ability for the Redeemer and Eradicator Hex apod. Health, Armor, Rate of Fire,
Attack Damage and Suppression are buffed as bonuses to nearby units around the Redeemer or Eradicator.
Corrupter can now heal certain Scrin KW units involving th e Eradicator. Healing effect now decreased by 50%.
Guardian Cannon and Battle Base (deployed from Rig) will be equipped with railguns when upgraded.
GDI Rig and Battle Base health are now equalized and buffed to 10000.
Added KW staff credits list with the C&C3 staff credits. Credits now move at least two frames per second.
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Bugs/Glitches/Issues:
APCs, Reckoners and Armadillos with 2 or more garrisoned infantry cannot all eject at the same time. (A common
bug in C&C3 that cannot be fixed)
Some Tiberium isn't collectable by Harvesters on some maps. (A common bug in C&C3 that cannot be fixed)
Some new units that fire multiple guns shows only one tracer gun (or laser) fire when firing (A common issue in C&C3
that cannot be fixed but can work if you make a new weapon projectile specifically for more than one weapon firing.)
Saving/loading a skirmish game or replay with a playable sub-faction will tend to crash the game due to de-syncs.
Some closed captions are stretched out of the screen while watching FMV clips unless smaller fonts are set. This is
best used on a widescreen monitor. There isn't an option to disable this except by removing the files from the mo d.
Some C&C4 units have yet to have death animations so they disappear when destroyed.
Mutant Ironback has animation issues when attacking and moving. Unless I have the C&C4 source code for this,
there's nothing much I could do to improve its animations.
Mastodon has animation issues since it walks and sits like a dog and still requires manual control to attack units and
structures since it cannot attack automatically.
Behemoth animation isn't walking correctly after and during attacking (on some terrain). When the unit is created, it
somehow starts to rise up and walk while still inside (not outside) the war factory.
When Voice of Kane is destroyed, some of the object debris flies out onto the terrain leaving some distortion on the
graphics which isn't the way it supposed to be. This happens even on high LOD settings.
Some units don't show their weapon bones correctly when built. This is being beyond repair to KW epic units.
Some garrisoned units don't have specific ports for troops to shoot from. This will be investigated all KW infantry units
since most civilian structure codings are not set up well for KW infantry.
New upgrades might affect some units and structures not to move and/or exist with their animations.
Firehawks can only get Hardpoints upgrade only if they are built first with an armed weapon manually given. But if
you switch loaded weapons after the upgrade, the upgrade disappears to that Firehawk.
GAF Argus is showing mostly orange color shaders depending on where you move the camera position.
Skirmish and/or MP replays can receive out of sync error regardless of difficulty when played with sub-factions.
Black Hand Redeemer could not show flames when attacking at short range.
Some C&C4 units have non-moving tire treads when given bone treads on them. Tires disappear when the Mirage
Tank is moving and that could result in a missing moving animation.
Mobile Repair Transport cannot attack even when an infantry unit is garrisoned. That infantry unit can automatically
attack any enemy unit or structure while inside until destroyed. This might be fixed in version 1.7.
Smoke Grenades are missing cloud smoke FX particles on the field after being thrown.
Music Credits:
Frank Klepacki for the C&C and Universe of War sound tracks, Bounce track and other studio album tracks.
GC-Three (aka NewMessageN00b) for the Devil March, Moving In, and Radio 3 music tracks.
Chicajo for the Bog 2004 and Ascension tracks.
Michael McCann for the Icarus track used in Deus Ex: Human Revolution.
Tony Dickinson for the Hell March to the Apocalypse track.
Note: You can distribute this mod as long as nothing within the mod BIG file is modified and you credit me as the
author of the mod. If you wish to edit or add something into my mod, granting permission from me is required.
Any unauthorized attempt to distribute a mod (al ong with some of my ideas in the mod) without permission or
proper credit shall not be tolerable and will result in infringement.
Mod modified and created by PurpleG aga27 (aka Zocom7), a modder and mapper for some C&C games and map
collector of all recent C&C games.
Other mods I created for CNC3: C&C3 Reloaded, CostMod, EconMod, CraneWallMod, KW MiniMod, KW WallMod
Other mods I created for RA3: RA3 Reloaded, RA3 Patch 1.5, RA3 EconMod, Spam Alert 3, NoSW
Other mods I created: C&C G enerals & Zero Hour Reloaded, C&C The First Decade Reloaded
Coming soon: Company of Heroes Reloaded
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Upgrades: Plasma Disc Launchers*, Blink Packs*, Fusion Core*, Attenuated Forcefields*, Forcefield Generators**,
Boosted Power**, Advanced Articulators**
Special Powers: Tiberium Vibration Scan*, Reconstruct Drones*, Lightning Spike*, Phase Field**, Stasis Shield**,
Shock Swarm***, Ion Storm***, Wormhole***, Mothership***, The Rift***
The Forgotten
U nits: Mutant Marauder, Light Tank, Rhino Tank, Scrapbus, Ironback, Glorfindel
Structures: Mutant Hovel (the only one)
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