Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way it was meant to be played. Unlike the original Kane's Wrath expansion for C&C3, this mod for C&C3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4 (yes, they are real) will add and combine to the strength of the new gameplay experience for this mod.
The final version of KW Reloaded released
This is the very last news update for Kane's Wrath Reloaded and the ending has reached its final point.
May 9, 2013 News
Version 1.6 Released
The next great full version for KW Reloaded is here with new CNC4 material, a tenth faction, 9 epic units to play with, several new upgrades and some fixed bugs and enhancements.
Feb 21, 2013 News
Update for version 1.6
This is a special news update for this mod. Not much to say though but progress has been made.
Feb 8, 2013 News
Version 1.5 Released
The full version for KW Reloaded is here with all nine playable factions, 14 new upgrades, a new gameplay system and an unstoppable Kane.
Dec 4, 2012 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.








Mod looks great! My one question is how do you install it to an Origin install? I read through the PDF but it doesn't seem specific. Any help would be appreciated.
Mastadon seriously need a fix, its a real shame to have such a nice unit in game but not being able to see it :/
also hardpoint upgrade doesnt work for GAF hawks.
a new upload with some major bugs fixed would be great! i know ur tired of modding purple but it will be real kind of you if you do that for us fans :/
Yeah, there are a few hotfixes I'd like to see:
1) Mastodon's visibility.
2) Cyborg Commando using C4 against structures. Now he only uses his Plasma Cannons. To fix this, I think you need to change his <SpecialPower id="ModuleTag_SatchelCharge" SpecialPowerTemplate = "SpecialPower_PlaceSatchelCharge" to SpecialPowerTemplate = "SpecialPower_PlaceSatchelChargeCyborgCommando", and the same for <WeaponFireSpecialAbilityUpdate> part.
3) Zone Stalker should also use his C4s against structures only, because now he tries to blow up vehicles with C4s, and his anti-armor railgun is useless against infantry. To fix this, you can change Zone Stalker's C4 ability to affect structures only (similar to Cyborg Commando), and then you'll need to do the same as in 2) to make sure he uses C4s in the first place.
Personally, I'm fine with the Cyborg Commando's weapon, just needs ACCURACY. If it takes a whole minute to kill a single Marauder, then you really need to work on accuracy.
i have a problem with kw reloaded 1.7.when i run the game and play with computer does not built any facility?what is wrong?After 5 minutes of gameplay I get message "out of memory"....?Please help.
You need more physical and virtual RAM to run the game. I also recommend you have at least a 512 MB 3D video card for a good gameplay experience.
2, 5 and 7 are not possible due to coding restrictions. 1 is possible if someone can implement that. 8 is possible if somehow the mod compiler can recognize new support powers into the mod rather than the replaced ones. 3 and 4 are possible if only there are formation art files and other codings found.
As for 10, think what Company of Heroes, MidEast Crisis 2 and StarCraft have in common. All vehicles require one extra type of resource other than credits required. This is the only other C&C3 mod to attempt that.
What was the deal with number 9 anyway?
Erm....If I may Purple..... 2 is possible. Tiberium Wars Advanced has the Super-units that can garrison units into them. As for 8, I think Crossfire and Xenoforce have extra support powers, if I remember.
Due to the difference in coding in the C&C4 and KW, some of these, like 4, 5 and 7, won't be able to happen anytime soon.