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Showing results for tags 'Kanes Wrath'.
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Modding Help - Unable to Locate Strings for NamedEvents
Luke Danger posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I've been bashing my head against the wall on this issue and both google and the WrathED documentation is not able to help. I downloaded WrathEd and ran into the 'units make no sound' issue with my first test, and was able to find the answer here. This has been working for the standard audio (move, attack, etc.), but when I get to special abilities such as GDI Zone Trooper/Commando Jump Jets or GDI Riflemen digging in, nothing I do seems to work and they remain silent. Guns and some contextual abilities like commando C4 still seem to work fine, but jump jets, dig in, and Awakened EMP do not. According to the WrathEd documentation, I am supposed to pull up the StringHash for it. For the example of the Annhilator Tripod that is provided in the WrathEd documentation: However, when I look up the stringhashes they are in a completely different format. I pulled this from WrathEd 1.07 Gamma, but when I tried other WrathEd downloads they all seemed to come in the same format. I am getting them through WrathEd -> Open SkuDef... -> data/stringhashes currently. Am I just trying to pull the StringAndHash from the wrong source? I've tried to guess and check based on names, but it isn't working.- 2 replies
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How to change/add skirmish team colours
verti posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Hi, I'm wanting to tweak some colours to play with a colourblind friend, using WrathEd I've got a working exported mod (confirmed this by changing some menu text), and the MultiplayerColors.xml, but I can't seem to figure out how to get the mod to read the MultiplayerColors.xml file, or where to put it in the file directory. Forgive me if this is a basic question, but I've spent a few days looking for answers and I can't find anything at all about how your mod is meant to be set out! Thanks for your time (: -
Hello everyone, I'm working on a mod for my personal use, and today I decided to add a dual missile launcher to the back of the GDICommando attached to the jetpack. Each Missiles are launched together i'm using WeaponTemplate => GDICommandoRocketShoulder and it can only be used once by AutoReloadsClip="RETURN_TO_BASE", and then i want it to be reloaded/re-equipped at the GDIArmory/MedicalBay, just like Orcas are reloaed in the AirTower building. I've searched everywhere and can't figure out how to do it, I've probably missed something or misunderstood how the Orcas works, even if I get the WeaponTemplate => GDICommandoRocketShoulder to work properly I don't know how to make it single use and rechargeable...I searched in orca-firehawk WeaponTemplate, in AirTower code and in armory/medicalbay in superpowertemplate, logiccommand and others...well i still don't understand how the orcas are reloaded and what xml/code/files are involved in this process, if anyone has some spare time for me, I'm still here looking for an answer. I'm novice and its my first dive into kane's wrath modding... Thank you by the way. Commndo obj & Weapontemplate.txt
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One of the barriers for entry for Kane's Wrath modding has been the sheer number of official and unofficial versions of its fan-made mod SDK, WrathEd, including the availability of its links. Today, its creator @Lauren (a.k.a. Darth Jane, among many other names) decided to publish an updated version labeled 1.10 to GitHub with its source code and pre-compiled package available to everyone. While modders for Tiberium Wars and Kane's Wrath have been making their own definitions to fix the issues in the existing ones without direct feedback to her, some of them are incorrect but pull requests are welcome. This is the only release of the tool that will get Lauren's tech support, all others are hereby considered obsolete. For the download, click here, and for the source code itself, step right here (hope you know C#).
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Kane's Wrath: cant use mod's
tclangslow posted a topic in The Ultimate Collection / The First Decade
I have downloaded the fixed launchers and I can use command and conquer Tiberium war's fine with all mod's however I do not know how to use mod's on Kane's Wrath as I just cant see anyway of launching them. Looked all over the internet and cant seem to find any kind of guide, all the guides show me how to play mods on Tiberium wars. I got the ultimate collection from Origin I have had command and conquer on CD but lost the games which is why I bought an online copy, I do not know if having them previously installed will have any impact on the game now. Also on Windows 7 -
Hi Guys, Sorry if this is posted in the wrong place or in the wrong way! I would very much appreciate any assistance with the below and thanks to all for doing so much on the modding scene! I have been playing KW mods using the following combination: Windows 10 CNC Ultimate Collection (Origin) Wrathed launcher Bibbers Ultimate registry fixes 4GB Memory Patch For many months now happily and all of a sudden it stopped. Dead. Wrathed launches, I can select my mod (Chemical Warefare 4.0), hit play and whereas usually I get the splash screen and an eventual load into the game, it "fails" (no error, just stops loading) and then takes me back to wrathed?? At first I thought it was a windows update, so rolled them back. Then tried: Replacing all the files in the above that I could (bar registry changes). Uninstall and reinstall of the game Checked the registry against a copy of a friend that I play with Reset windows but kept my files Clean file erase version of windows install I use Microsoft Onedrive for my documents so also made sure those associated folders were deleted. Have even tried editing the CNC3EP1_english_1.2.SkuDef to include just the mod and it still fails to load. I AM STUMPED So I thought I would reach out and see what you think. Can provide any info needed including logs, reg entries, files etc. Playing KW during lockdown with friends has been a lifeline so uber confused why it just stopped all of a sudden! Many thanks Stephen
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PATCH v1.02+ by CrazyGDIFan123` Here at CNCNZ.com, we value community contributions, particularly those which improve existing games. Thus, we support unofficial patches by the community. The Kane's Wrath 1.02+ patch was made by the CrazyGDIFan123` (a.k.a. CGF123), with map contributions by Predatore, Zypherbullet, and Technique. It is distributed in the form of map packs that have the changes (seen below) applied, and run on top of the regular 1.02 version to enable quick switching back and forth without having to leave the game. In CNCNZ.com game nights, this will be the selected patch for multiplayer (unless mods are used). An important warning: these maps do not transfer in the multiplayer lobby, meaning that all players need to download and install the map packs manually. Also, mixing different versions (e.g. Release 5 map pack 1 with Release 6 map pack 2) will cause compatibility issues when playing or observing. While a patch form that affects singleplayer and all multiplayer maps exists, it is mainly unsupported and the latest build seem to be broken. Either way, do not apply this patch at the same time as the map packs. Below are the links to the latest build available at GameReplays (no other variations are permitted on C&C:Online), as well as the full changelog (verbatim). Download links: Release 12d (9 Oct 2017) - Map pack 1 - 1v1 maps Release 12d (9 Oct 2017) - Map pack 2 - 2v2 maps Release 12d (9 Oct 2017) - Map pack 3 - 3v3, 4v4, and Control Zone maps Changelog BUGFIXES XP bug/inconsistencies fixed for various units. Fixed MoK Cyborg EMP bugs. Fixed R17 Tripod charged reserves bug. Phase Field timer no longer freezes when the Phased unit is EMP'd. Fixed Shadow glider/attack bugs. Shadow/Specter bombard beacon placement and cursor radius bug fixed. Specter bombarding no longer kills friendly beacons. Mechapede segment mixing bugs fixed. Mechapedes can now use rallypoints. Fixed disproportionate money gained from Hexapod killing a Mechapede segment. Fixed BH/MoK Fanatics dealing lower damage than vNod. Fixed Stormrider damage vs certain subfaction units (Pitbulls, APCs, MRTs, Wolverines, Bikes, Stealth Tanks, Gunwalkers, Seekers) to match that vs respective vanilla faction units. [25% damage decrease vs these subfaction units] Subfaction heavy infantry (T59/R17 Shocktroopers, Zoneraiders, BH Blackhands, Tibtroopers, ZOCOM/MoK Commando) no longer take full damage from Cloaking Field. Fixed bug exploit with Epic units being affected by Prodigy AoE Mind Control. Scrin/R17 MCVs can now be teleported by Mastermind/Prodigy. Ion Storms no longer prevent placing of buildings underneath. Units teleported via Mastermind to an Ion Storm are no longer killed. Subfactions' base defences can no longer be mind-controlled by MM/Prodigy. Snipers no longer attack vehicles and structures. Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly drones. Fixed target priorities for Hammerheads, Seekers, Devastators, Fanatics. ZT/ZR jumpjet ability now uses Commando/Blinkpack style cursor. Jumpjetting ZT/ZR no longer crushable by T3 units. Scannerpacks ungarrisoned range bug fixed. Corrupters, Flame and Sonic weapons can now kill friendly husks via force-fire. ZOCOM Shatterer Overload Beam wave speed increased to match regular wave. Ravager Tiberium Agitation now also affects vScrin Devourers and Corrupters. Veteran Snipers can now spot for Juggernauts from within transports. Fixed slower harvesting rate for ZOCOM/ST Harvesters. Fixed health inconsistencies with ZOCOM/ST Ox transport. Fixed invincible controllable Ox transport exploit. Fixed reload sounds for Hardpoints upgraded GDI Orca/Firehawk and ZOrca. Fixed Tib Vein Detonation money deduction bug. Fixed bug with Redeemer getting stuck when attempting to garrison it with a lone Confessor or Disciple from an upgraded squad. MoK Avatar husks now correctly spawn MoK Avatars. MoK Bikes can now be commandeered by Avatars. ZOCOM Conyard now properly spawns ZOCOM Riflemen and Engineer when sold. Fixed ordering of upgrade buttons on ZOCOM and ST Command Posts to match vGDI. Heroic Tungsten Slingshots now have red shell tracers. Tungsten impact particles no longer appear at lowest graphic detail settings. Delays on several abilities reduced: Jumpjets, Rig/MCV packup, Flametank/Mantis preattack delay, Orca Sensor Pod deploy delay. Fixed Tib Spike collision box to prevent shoot-through bug. Slight tweaks to some unit movement behaviors for better response (smaller turn radii, slightly quicker acceleration/braking times). New visual effects for Railgun Accelerators, fixed Kane Edition 'Pink' Juggernaut texture bug. MAP CHANGES/FIXES (available in Map Packs only) Fixed inconsistent build and passable terrain on Unsound Investment. Slightly re-positioned start fields and nearby props on Tournament Dustbowl for more fairness between the two player positions. Reworked Subways on Battle for Middle Egypt. BALANCE CHANGES Global Repair Drones can now repair allied units in team games. GDI Global Stealth detection range for Sensor Pods attached to vehicles reduced 30% Sniper Team deals 2x damage to Black Hand Disciples (making them one shot them) Steel Talons MRT now has targeting cursor, infantry evacuation button and more responsive repair drone. Movement speed normalized with that of APC. Repair radius increased as per notes Titan deals 50% extra damage vs Mechapedes Railgun Accelerators cooldown reduced 210s to 60s. No longer affects enemies EMP Grenades upgrade available at Command Center (requires Tech Center), cost/upgrade time $1000/45 seconds Nod Global Shadow Team Strike support power now spawns Shadows with a 5 sec delay Reckoner speed reduced 120 to 105, GUN armour vulnerability reduced 55% to 40% Tiberium Vein damage per second reduced 100 to 60, cost reduced $4000 to $3500 Catalyst Missile leaves GDI/Nod harvesters heavily damaged (cannot one shot kill from full health) Black Hand Confessor pre-upgrade gun range reduced 325 to 300 (matches Charged Particle upgrade range) Drafted Confessor squads have 4 members (previously 6) Fixed Confessors not detecting stealth, fixed Confessor XP MoK Awakened squad/member ranges tweaked for better consistency. Overall attack range increased 20%. Scrin Global Seeker GRENADE armour vulnerability reduced 50% to 40% Gunwalker/Shardwalkers deal 3x bonus vs Cultists Traveler-59 Disintegrator GUN armor vulnerability increased 75% to 85% Prodigy health reduced 20% Neutrals Mutant Marauders range increased 20%, attack damage increased 10%. Cannon armor resistance doubled (normalised with other infantry). Now stealthed while moving in Tiberium. Mutant Hovels health increased 50%, repair rate increased 4x. Mutant spawn/exit time removed.
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Deploy buildings in the middle of tiberium fields
Kushizashi posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
So like does anyone know which part of the growth accelerator's code allows this behavior? I tried changing my structure's build placement type and build on flag to imitate the growth accelerator but then I can't actually build it anywhere. Thanks in advance!- 4 replies
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Hello All, Allow me to set the stage: Running Steam version of Kane's Wrath on a Windows 10 Box. Using WrathEd 1.08. Trying to modify the NODSaboteur. I extracted the xml data from CNC3EP1_english_1.2.SkuDef using WrathEd's Open SkuDef. My file structure is Mods\Nod\Data\. In the Data folder is the Static.xml file which contains... <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <!-- Reference to the Game's Global Data --> <Include type="reference" source="Global.xml" /> <!-- Includes of the Mod's Static Data --> <Include type="all" source="Static/NODSaboteur.xml" /> </Includes> </AssetDeclaration> ...and the Static folder that contains the NODSaboteur.xml file. I created a bat file with the following command line C:\WrathEd1.08\BuildMod.bat Nod 2.0 and run it as administrator. When I build, the files that are created are placed in C:\Users\Clay\Documents\Command & Conquer 3 Kane's Wrath\Mods\nod (created by the game itself). This is what shows up in it: I created several mods for TW and those files were a bit more than 1 kb...lol. As a sanity check I did a build of the sample mod. This was the results: The mods were not incorporated at all. Any advice would be appreciated.
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As a New Year's gift, @Lauren (a.k.a. Darth Jane) published an entirely new tool called the Assimilator. The way it works is that it loads any .skudef of a late SAGE game (Tiberium Wars, Kane's Wrath, Red Alert 3, Uprising, or Tiberian Twilight), and then it lists all the W3D animations contained in that game. You can then select any animation, and in the right part of the window, you'll see the XML output of that animation. This way, you won't have to resort to custom art packs to get the animations you need. The tool can be downloaded right here on CNCNZ.com (relevant download pages have been updated). Note that you require Windows 7 SP1, Windows 8.1, or Windows 10 build 1607 or newer with .NET Core 3.x installed.
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Hi there, Anyone knows how to fix the issue I have with Kane's Wrath, I have downloaded Standalone, the original copy of it and I have the copy of Tiberium wars installed, when I try to play it always says you must have Tiberium Wars installed, tried editing Registry Keys but to no avail. Any help would be greatly appreciated! Thanks
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Kanes Wrath Missing Global Stream Schemas
TheHostileNegotiator posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Missing Schemas in the Global Stream, probably of most interest the Audio Stuff SETUP: In the xml file "WrathEd\Tools\Games\Kane's Wrath\Includes\Base", add the following Assets if they are not there already (Friendly reminder to back up the schema folder, but don't leave it in the original directory) <Asset id="AudioEventInfoRef"> <EntryReference id="BaseAudioEventInfo" AssetType="BaseAudioEventInfo" /> </Asset> <Asset id="AudioEventInfoRefList"> </Asset> <Asset id="RealRange"> <Entry id="Low" AssetType="SageReal" IsRequired="true" IsAttribute="true" /> <Entry id="High" AssetType="SageReal" IsRequired="true" IsAttribute="true" /> </Asset> <Asset id="IntRange"> <Entry id="Low" AssetType="SageInt" IsRequired="true" IsAttribute="true" /> <Entry id="High" AssetType="SageInt" IsRequired="true" IsAttribute="true" /> </Asset> Download the ZIP file, Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath". Now you can edit sounds and change LOD settings As always, let me know if there are any issues in regards to this. Update 1.2: It turns out that WrathEd 1.08 had there own Audio Schemas (not all of it) and AudioFile.cs. The files have been changed based on them this should allow proper integration into 1.08 If you already have v1.0 or v1.1, replace AudioEvent.xml and add or replace AudioFile.cs Patch Notes: 1.1: Added AudioFile.cs in package 1.2: Changed AudioEvent.xml and AudioFile.cs in package to match 1.08 GlobalStreamsSchemas_1.2.zip -
Kanes Wrath Skirmish AI Schemas
TheHostileNegotiator posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
It is the AI Schema .xml files for WrathEd. Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games" Let me know if there are any issues when compiling AI or viewing AI in BigView. Hopefully, you should be able to mod almost anything regarding the AI and see new great potential (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars). Update 1.5: If you have downloaded before 1.5, I would recommend replacing with this version. Self Patch Guide Patch Notes: 1.1: An Entry to EntryRelocation 1.2: Changed more Entry to EntryRelocation 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash). 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled. Added Tiberium Wars Schemas (To view AI in Tiberium Wars, particularly the campaign AI) 1.5: Fixed Target Heuristics SkirmishAI_1_5.zip- 16 replies
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New ObjectsGDIIonHull and ObjectsNODIonHull shader files
TheHostileNegotiator posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
In Kane's Wrath, when units utilise Adaptive Armor and Railgun Accelerators (swapping models or subobjects), the Model uses ObjectsAlienIonHull shader file. Because it use an Alien shader, this causes the diffuse texture to be darker and the HouseColor extremely bright and pulsating. Therefore, I made two new shader files so the units will retain it's original look and style. For reference a video showcasing the differences (Because its hard visualise ObjectsGDIIonHull with just images) First part shows adaptive armor using ObjectsAlienIonHull.fx (with fixed Specular Texture), Second part shows the new ObjectsGDIIonHull.fx What should the shaders be applied to? ObjectsGDIIonHull.fx for Adaptive Armor ObjectsNodIonHull.fx for RailgunAccelerator subobjects How can I use it in my mod? Download IonHullfxo_1_0.zip, extract the fxo files and in your mod directory, put it in ../YourMod/Misc/Shaders/Compiled. Then any models that you want to use the new shader on, reference it in the FXShader section of the Mesh Source: IonHullSourcefx_1_0.zip *These files were from the mac version of TW, modified to be used in KW for IonHull shader purposes only -
Kanes Wrath Kane's Wrath Finally Appears on Microsoft's Store
Plok posted a topic in Command & Conquer News
After several days of only working by inserting existing Xbox 360 discs, Kane's Wrath for the Xbox One finally has its proper Microsoft Store page! So, to recap all the available Command & Conquer items on the Microsoft Store: Command & Conquer 3: Tiberium Wars (with Map Pack 1 and the Ground Zero map) Command & Conquer 3: Kane's Wrath (with Map Pack) Command & Conquer: Red Alert 3 (with Decimation Map Pack) Command & Conquer: Red Alert 3 - Commander's Challenge Command & Conquer - book by Keith R.A. DeCandido (!) -
As of today, Command & Conquer titles that were released on the Xbox 360 back in the 2007-2009 period are officially available for the Xbox One as part of their backwards compatibility program. You can buy these titles from the following links, or just insert your Xbox 360 disc into your Xbox One console: Command & Conquer 3: Tiberium Wars Command & Conquer 3: Kane's Wrath (currently only the Map Pack is purchasable) Command & Conquer: Red Alert 3 (with Decimation Map Pack) Command & Conquer: Red Alert 3 - Commander's Challenge I have inquired with Xbox Support on why C&C 3: Kane's Wrath is not listed as a separate purchase like the others are, and it seems it is still under review with no real ETA on when it will be publicly available, just to keep an eye on updates in the rest of the week. Stay tuned for more info.
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Creating a LogicCommand to build a unit
Dog posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
Hi, I am trying to do a simple KW mod that will add units to different factions. However I can't seem to make a functioning LogicCommand to build anything. I made a file called LCS.xml that modifies the Factory and the Hand of Nod. <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommandSet id="NODDropZoneCommandSet"> <Cmd>Command_ConstructNODAttackBike</Cmd> <Cmd>Command_ConstructNODScorpionBuggy</Cmd> <Cmd>Command_ConstructNODRaiderTank</Cmd> <Cmd>Command_ConstructNODHarvester</Cmd> <Cmd>Command_ConstructNODMCV</Cmd> <Cmd>Command_ConstructGDIMCV</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODFlameTank</Cmd> <Cmd>Command_ConstructNODBunkerTruck</Cmd> <Cmd>Command_ConstructNODBeamCannon</Cmd> <Cmd>Command_ConstructNODStealthTank</Cmd> <Cmd>Command_ConstructNODMobileArtillery</Cmd> <Cmd>Command_ConstructNODAvatar</Cmd> <Cmd>Command_RepairVehicle</Cmd> </LogicCommandSet> <LogicCommandSet id="NODHandOfNODCommandSet"> <Cmd>Command_ConstructNODMilitantSquad</Cmd> <Cmd>Command_ConstructNODMilitantRocketSquad</Cmd> <Cmd>Command_ConstructNODSaboteur</Cmd> <Cmd>Command_ConstructNODFanaticSquad</Cmd> <Cmd>Command_ConstructNODBlackHandSquad</Cmd> <Cmd>Command_ConstructNODTibTrooperSquad</Cmd> <!-- added this line --> <Cmd>Command_ConstructNODShadowSquad</Cmd> <Cmd>Command_ConstructNODCommando</Cmd> </LogicCommandSet> </AssetDeclaration> Then I made LC.xml and tried to define a Logic Command: (I eventually want to make my own NODTibTrooperSquad so the object is just a placeholder for now) <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <LogicCommand Type="UNIT_BUILD" id="Command_ConstructNODTibTrooperSquad"> <Object>MarkedOfKaneTibTrooperSquad</Object> </LogicCommand> </AssetDeclaration> It compiled in WrathEd without any errors. When I got into the game, my Factory was able to produce a GDI MCV but the Tiberium Trooper didn't show up in the Hand of Nod at all, so my LogicCommandSet works but there seems to be something wrong with my LogicCommand. (I looked at my mod's .big in WrathEd and Command_ConstructNODTibTrooperSquad existed but had 0 AssetReferences, while all the game's built-in Command_Construct* commands have a reference to the thing they're supposed to build. So I feel like that might be what I'm doing wrong but I am not sure how to fix it...) If it's needed, my Static.xml looks like this: <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <Include type="reference" source="AdditionalMaps\MapMetaData_Global.xml" /> <Include type="all" source="LC.xml" /> <Include type="all" source="LCS.xml" /> </Includes> </AssetDeclaration> Anyone know what could be wrong? -
On 24th March 2008, exactly 10 years ago, Command & Conquer 3: Kane's Wrath for the PC hit the shelves in North America. Being an expansion pack for Command & Conquer 3: Tiberium Wars, Kane's Wrath introduced subfactions in a similar fashion to those in Zero Hour, increasing the total faction number from 3 to 9. The storyline was focused entirely on Nod and Kane, split into three acts: one set after Firestorm, one set prior to and during the events of Tiberium Wars, and one set after Tiberium Wars. The PC version included the Global Conquest mode, described by the developers as "Risk on steroids" while actually being a modified War of the Ring mode from Battle for Middle-earth II, while the Xbox 360 version (which came out in late June 2008) came with Kane's Challenge, a series of glorified skirmishes in which the player had to beat each (sub)faction to prove his worth to Kane himself. Since the development was outsourced to BreakAway Games, Kane's Wrath ended up being rather buggy and imbalanced, with certain bugs indicating EALA gave them a truly obsolete version of Tiberium Wars to build upon. The campaign cast was narrowed down to three regular on-screen characters, likely due to Red Alert 3 taking up a large chunk of the budget at the time, and the story created more questions than it answered. But you know what? It's still not enough to taint the game, as all who played it still love it and play it despite its shortcomings. Multiplayer tournaments are still active, mods (albeit mostly private at the moment) and maps are still being made, and we always celebrate a lore extension. To mark the 10th anniversary of Kane's Wrath, GameReplays.org has been organizing the Decade Cup through several stages in the past few months, and it will all come to an end with the grand finals TODAY at 15:00 GMT. The finalists are Phoenix and Masterleaf, and the prize pool of $2200 is the largest since the EA-sponsored Ladder Season 3! More information on the event is available here. It will be streamed live by bikerushownz and, for the Russian-speaking audience, kochevnik. Last week's semifinals and quarterfinals are also available to watch.
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Throwback Thursday Throwback Thursday for 30th November
Plok posted a topic in Command & Conquer News
In this week's Throwback Thursday, we feature easily the most-used unit that is specific to Kane's Wrath - the Scrin Mechapede, a rather creatively designed customizable late-game unit. Although it starts with a head and a single secondary segment, this mechanized "vehicle" can be upgraded with up to 8 additional segments that can have different weapons that are effective against different enemy types. Its main weakness is the fact that it can not function without the head - destroy it and you take the entire unit down. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT. -
The Kane's Wrath section of GameReplays.org has announced the Decade Tournament which is supposed to occur early next year for the 10th anniversary of the release of C&C 3: Kane's Wrath. They are calling all experts to prepare, as the prize pool is currently set to be $2000, with plans to increase it to a whopping $5000 by donations, which would make it the largest prize pool for a Command & Conquer tournament since the EA-sponsored Ladder Season 3 from 2009!
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Throwback Thursday Throwback Thursday for 2nd November
Plok posted a topic in Command & Conquer News
In today's Throwback Thursday, we feature one of the prime examples of the gameplay direction EALA wanted for Kane's Wrath as an expansion pack, much like Zero Hour before it. The Zone Raider, described by Greg Kasavin as "the Zone Trooper's mean older sister", was a ZOCOM-specific heavy infantry unit that had all the strengths of the Zone Trooper "original", with the added bonus of dealing grenade-type damage with her sonic cannon, and having shoulder-mounted anti-air missile fins... and prettier but starkly slimmer armour. In multiplayer, Zone Raiders are a favourite addition to Hammerheads among competitive players. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT. -
Music Monday C&C Music Monday - Act on Instinct [Trevor Morris Remix]
Plok posted a topic in Command & Conquer News
For this Music Monday, we bring you one of the few exclusive Kane's Wrath tracks - Trevor Morris' remix of Act on Instinct. Played during credits and (in a shortened version) after a match, this is a more electronic-sounding version of the 1995 classic. A new track will be posted next Monday. And as always, don't forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday. Also be sure to follow our new C&C Radio feature on the main site for more C&C music! -
C&C:Online, the community-run multiplayer server for Command & Conquer games affected by the GameSpy shutdown, marked its third anniversary yesterday! This year alone, around 45,000 people have been playing on the servers, with the number still rising. To celebrate this anniversary, prized tournaments have been announced for the month of July, as well as a hint at a new and more convenient way to launch the games onto the service.
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In this week's Throwback Thursday feature, we look back at the Global Conquest mode from the PC version of C&C 3: Kane's Wrath. Advertised as "Risk on steroids" (David Silverman, 2008), it involved the game's three main factions randomly placed on the globe, each trying to achieve their own goals - cover one third of the planet under your influence for GDI, generate unrest in 24 cities for Nod, build 9 Threshold towers for the Scrin, or just eradicate all enemies the good old-fashioned way. The metagame on the world map was turn-based, with the ability to build, upgrade and destroy bases and task forces, even giving players the ability to make up their own task forces. This mode seems to have been largely influenced by the War of the Ring mode from EALA's Lord of the Rings: The Battle for Middle-earth II. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
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In this week's Throwback Thursday feature, we look back at the two units which the fans wanted to see in C&C 3: Tiberium Wars and were returned in the Kane's Wrath expansion - the Steel Talons versions of the Titan and the Wolverine. Filling the same roles as in C&C: Tiberian Sun, these redesigned mechs were a worthy throwback to the Second Tiberium War, and were no weaker than their Third Tiberium War counterparts from any side. In fact, they got a few purchasable upgrades of their own - the railgun and adaptive armour for the Titan, and AP ammo for the Wolverine. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.