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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.

RSS Feed New Update Once Again

Once again, a new update with these changes for version 1.1 and 1.2.

Posted by PurpleGaga27 on Mar 5th, 2012

I heavily apologize for the last time for the huge delay of the STZOCOM mod part. As I have released the last and third part of version 1.1 of this mod (which is the STZOCOM mod), I have filled out a new change list for the upcoming version 1.2 since a lot of changes are needed to be fixed. There may be a chance I can combine all sub-factions into one mod after version 1.2. The STZOCOM mod is the most improved part mod of version 1.1 since most unit abilities and other KW changes are working.

Here's the wrap up summary of changes for version 1.1:

Global Changes:
• All Engineers will not be selected if selected all units on the map.
• Barracks, Hand of Nod and Portal can now heal infantry inside. (STZOCOM mod only)
• Tier-1 infantry cost/build time has been increased for all factions.
• NOD Walls, Bunkers, Voice of Kane and Demo Trucks are built to all NOD factions.
• Scrin Walls are built to all Scrin factions.

Global GDI Changes:
• GDI support power of using the EMP from Space Command Uplink will be used for all GDI factions.
• GDI Walls are built to all GDI factions with the wall span extension ability.
• GDI Commando can now attack ground vehicles with C4 explosives.
• Grenadier Squad can now able to use its ability to throw EMP grenades without the use of an upgrade.
• Surveyor can now be built from the War Factory instead of Construction Yard.
• Guardian Cannons and turrets on Battle Bases will have railguns when upgraded.
• Power Plant upgrade increased to 20 seconds without a prerequisite. Upgrade cost remains.
• Armory (aka Medical Bay) no longer heals infantry and it now goes through to the Barracks.

GDI Changes:
• Only retains the Shatterer, Slingshot, Hammerhead, Reclamation Hub, MARV and Air Support.
• Added Tiberium Field to the defense tab. Spreads about 5000 credits of Tiberium on the field. Costs 4000/40.
• Mammoth Tank can now use Adaptive Armor without the use of an upgrade.
• Temporarily do not have weapon upgrades for Watch Tower, Armadillo, Hammerhead, Riflemen Squad, Slingshot and AA Battery.

Steel Talons Changes:
• Only retains the Titan, Wolverine, Mobile Repair Transport, Behemoth and Heavy Harvester.
• Both Titan and Mammoth Tank can now use Adaptive Armor without the use 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, Zone Shatterer, Reclamation Hub, MARV and Air Support.
• ZOCOM MARV can now fire with sonic shells instead of railguns (from Zone Raider).
• 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.
• 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.
• Temporarily do not have weapon upgrades for Watch Tower, Armadillo, Hammerhead, Riflemen Squad, Slingshot, AA Battery.
• 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.

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.
• Temporarily do not have weapon upgrades and new unit abilities working.

Black Hand Changes:
• Only retains Confessor Cabal, Reckoner, Specter, Mantis, Purifier, Redeemer Engineering Facility, Redeemer and Voice of Kane.
• 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 due to no stealth for this faction.
• Temporarily do not have weapon upgrades and new unit abilities working.

Marked of Kane Changes:
• Only retains Awakened, Enlightened, Tiberium Trooper, Reckoner, Specter, Redeemer Engineering Facility, Redeemer and Voice of Kane.
• 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.
• Temporarily do not have weapon upgrades and new unit abilities working.

Scrin Changes:
• Only retains the Ravager, Warp Chasm and Eradicator.
• Added the Manta unit ingame. The Manta unit still has its ion storm ability working from the Planetary Assault Carrier unit.
• Temporarily do not have weapon upgrades, new unit abilities and new support powers working.

Reaper-17 Changes
:
• Only retains the Ravager, Warp Chasm and Eradicator.
• Added Super Growth Accelerator, Manta, and Gun Walker into this faction.
• Mechepede is only buildable in this faction. No upgrades needed.
• Removed forcefield generator upgrade for this faction.
• Temporarily do not have weapon upgrades, new unit abilities and new support powers working.

Traveler-59 Changes:
• Only retains the Ravager, Cultists, Prodigy, Warp Chasm and Eradicator.
• Added three new 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.
• All vehicles 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.
• Temporarily do not have weapon upgrades, new unit abilities and new support powers working.

Here is the new partial change list of version 1.2 which is coming soon:
• All factions will have the necessary unit abilities as well as weapon upgrades.
• All future new support powers and upgrades must be build on the vanilla factions before using them into the sub-factions.
• Nod Walls will have the wall span ability. (coding was previously missing in Logic Command Set)
• Flame Tower to be added for the Black Hand with its primary weapon working.
• Salamander to be added for NOD and MOK with its primary weapon(s) working.
• ZOCOM Units/Structures 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).
•  Any leftover errors or changes will be examined and fixed.

New changes to this list are subject to be modified without notice.

As of now, I am still looking for new artists to create those Scrin units into this mod: Moddb.com

Also I have released another new mod for you guys to enjoy (will be there by the time you read this) but it will not cover KW units but will cover some KW changes.

Comments
FortressMaximus
FortressMaximus Mar 7 2012, 5:16am said:

Very nice list. I'm asking if the Black hand will have some buildable air units.

+2 votes     reply to
jasonboy16
jasonboy16 Mar 8 2012, 11:02pm said:

wait. where do you get the STZOCOM mod?!?!

+2 votes     reply to
PurpleGaga27
PurpleGaga27 Mar 9 2012, 2:45pm replied:

It's on the top of the main page of KW Reloaded.

+2 votes     reply to
jasonboy16
jasonboy16 Mar 17 2012, 5:53pm replied:

I don't see it

+1 vote     reply to
jasonboy16
jasonboy16 Mar 17 2012, 5:55pm said:

Never mind.. I found it

+1 vote     reply to
Armywomanblue
Armywomanblue May 15 2012, 9:56am said:

ok, i cannot launch the STZOCOM mod.....any ideas why i keep getting an error when launching it?

+1 vote     reply to
PurpleGaga27
PurpleGaga27 May 18 2012, 3:26pm replied:

If you are using Desura, most likely it will not work as it used to be, until the final version of this mod.

+1 vote     reply to
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