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7In7Fer7No7 Offline
#1 Posted : Sunday, November 9, 2014 5:49:26 AM(UTC)
7In7Fer7No7
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I Think that this mod could be 10 times better in kanes wrath becasue we would have 2 other sub factions for the forgotten.

Ideas:

I think a Liquid Tiberium bomb for their superweapon is better as the veinhole monster is a bit weird.

I don't like the base defence for the forgotten so maybe you could use componant tower from TS?



The Forgottens Epic Unit is the Mammoth Mk II and can be garrisoned with 4 squads Infantry.

Hordes: Gun turret - can't shoot at air targets
Disk Thrower: Disk turret - can't shoot at air targets
Maruder Squad: MG Turret - can shoot at air targets
Salvager: Auto repair

It can be Built at an Aerial Deployment Centre which is like a nod airstrip for Tiberium Dawn.
It is just like the other Epic units in terms of cost strength etc...

Sub Factions:

Salvage Cell

The Salvage Cell have different upgrades but in the terms of salavaging, Tick Tanks, Fissure Tanks, Slicers and the Longhorn can use other vehicles part when they are detroyed by the tank.
For Balancing tick tanks can only use basic vehicles like Pitbulls and APC's
Fissure tanks could use the Specters Cannon along with its own for garisons.
Slicers use the Stealth Tanks rockets for longer barrages and maybe the slingshots guns along with rockets? (Kinda OP)
The Longhorn can use 1 of mammoth tanks barrels and thir missile launchers
all the additions do 60% of the damage the normal unit does to make it fair and can only be done when a upgrade is purchased at a Structure.
Maybe the Salavge Cell can use a scrapyard instead of a training ground?
The scrapyard can scrap vehicles for 50% of their cost.

Plague Squad

They alot of tiberium weapons,
Their Infantry heal in tiberium
I can't think of anything else for them, can you?

_____________________________________________________________

I can't Mod CNC 3 so these are just ideas, if anyone who makes the mod sees this can can add them.
I Know and also heard the kanes wrath is hard to mod so if it isn't possible then it doesn't matter its just i would like to see new additions to the game.

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Blbpaws Offline
#2 Posted : Sunday, November 9, 2014 5:44:27 PM(UTC)
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Thanks for the kind worlds but there's no official mod SDK for Kane's Wrath, so we can't develop the mod for that.
SteelBear Offline
#3 Posted : Thursday, August 4, 2016 2:18:05 PM(UTC)
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Why wouldn't modders just take everything from KW and port it into TW? I mean there are mods with completely new units and everything, is it that hard to make already existing units work? For an experienced modder of course, I don't know сrар

Edited by user Thursday, August 4, 2016 2:20:41 PM(UTC)  | Reason: Not specified

CommieDog Offline
#4 Posted : Saturday, August 6, 2016 10:24:25 PM(UTC)
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Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.

CommieDog: Because someone has to do your dirty work for you
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SteelBear on 8/23/2016(UTC)
SteelBear Offline
#5 Posted : Tuesday, August 23, 2016 8:58:48 PM(UTC)
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Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

Edited by user Tuesday, August 23, 2016 9:00:06 PM(UTC)  | Reason: Not specified

Zatsupachi Offline
#6 Posted : Tuesday, August 23, 2016 11:21:15 PM(UTC)
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http://stevenbenner.com/...-5-types-of-programmers/

If you're the first type of programmer as they stated on the link then... MAYBE.

KW has differences in code compared to TW abn there are some things in TW that were obsoleted by KW.
"It's precision_bomber."

Death Label HAS BEEN RELEASED:
http://www.moddb.com/mod...ads/death-label-098-beta

Next Episode:
precision_bomber's Zero Hour SCIENCE!
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CommieDog on 9/20/2016(UTC)
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#7 Posted : Tuesday, September 20, 2016 1:46:13 AM(UTC)
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Originally Posted by: SteelBear Go to Quoted Post
Originally Posted by: CommieDog Go to Quoted Post
Some of the KW units rely on new code that was added into the engine for KW and won't work correctly in vanilla TW, even if you port the XML code over.



Yes, but since there are mods with completely new units would it be so hard (lol I sound like an аsshоlе) to recreate KW units on TW basis?

We could certainly add some of the new units. But some units (like the Epics) rely at least partially on KW exclusive code. So even porting them in as best we could, they wouls still be a little less... epic.

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