I'm happy to announce that 1.26 has finally become a Beta and will be receiving a full ModDB release! This version of the mod has a whole hoard of changes but is still yet a work in progress so expect some jank, bugs etc every now and then!
Below are some examples of what surprises await in store for you in the new version!
Revel in the power of the revamped Nuclear Missile for Nod. Now upgraded for the latest version of Tiberium Dusk. This absolute monstrosity can wreak havoc in an enormous area and costs 5000 credits to fire once the timer has elapsed.
The new GDI Marv (aptly named the Pacifier Supertank) has an active protection system that can defend it from various ingame threats. Not seen here, this new revamp of the MARV features a battleship cannon that can cause tremendous destruction. The vehicle also provides build radius for nearby structures as well as quality defensive turrets that can cause a real headache for enemy commanders.
To add to the nuclear armageddon seen above, basic engine physics have been added allowing the nuclear missile to be more destructive than ever! This may be added to other units and effects over time.
The Classic Obelisk of Light Returns in all of its glory! Pictured on the left is the classic Obelisk in pristine condition. This hasn't seen combat. The middle image is the Classic Obelisk pictured alongside its more modern relative and the final picture is the Classic Obelisk when damaged, red steam spewing out the side.
The classic Obelisk is available for players of Nod as an exclusive defense tower.
This Marked of Kane exclusive variant of the flame tank comes in the Beta of 1.26. This vile monstrosity spews vicious corrosive toxins that melt through armor and contaminate large areas of the battlefield. The Tiberium Tank is specifically designed to wreak havoc amongst enemy light and medium armor and can cause enemy infantry to mutate into visceroids.
Purifying flames upgrade has received a massive buff and change in the latest version of the mod. Now virtually all black hand units benefit from this upgrade allowing you to raze enemy infantry, vehicles and bases even easier! Leave them in ashes!
Lots of fresh unit cameos and descriptions have been made for this version of the mod. There is still work to be done on this front, but it makes the game look much more diverse as I've tried to blend them with the original game artstyle.
Honestly the changes are too numerous to list. The mod has come a long long way from version 1.25 and I'd like to say thanks to all those who've been following along at the Discord during this long journey.
Speaking of Discord, its open for everyone to join! For all those who want updates on the mod feel free to hit up here. I don't bite. :)
Tiberium Dusk will forever stay a free mod, as I'm a firm believer that mods are made for fun and to expand the games that we love; however if you wish to donate I would massively appreciate it!
Below is my Patreon link, if you want to consider supporting the development of the mod (and help pay for my coffee working late at night ^^) its available for those who can donate. All donations are welcomed.
A huge update bringing in new content, balance changes and revamps on older units.
A smaller scale update for tiberium chaos featuring balance changes and 2 new units.
Basic summery of the 0.3b Alpha Update with detailed descriptions of DSC this time.
I present to you, the last stable version. Yes, guys, the mod is almost finished and you can now play it.
Tiberium Dusk 1.26 BETA is here. Changelog is within the file download. Enjoy this huge new update to the mod featuring new art, sound, physics, game...
New version for tiberium chaos! enjoy the content in this
Balance Update for Tiberium Chaos 0.35 Alpha released
Version 0.3b Released with more new content for DSC
The last stable version. Launch using the WrathEd Mod Launcher.
Old Stable for the Tiberium Chaos Mod, lots of stuff i didnt mention here so you can find out with this.
does this work with version 1.09?
guest257351, the latest official KW version is 1.02, not a 1.09, probably U mistaken with TW version.
Hello
I'm new to CNC modding, my aim is to create a mod for Kane's Wrath where the corpses of dead infantry units, vehicle wrecks and bulding wrecks would stay for some time after death, let's say for 5 minutes.
Also, I want to somehow remove team colors (you know the red, blue, etc. colors for players/AI) so all the units would be without colors, or make it possible to use the same colors by more players, for example the whole team could have the same color for their units.
Is this possible? Is anyone willing to help me and explain how to do this?
Hello, I don't know if you have solved your issue; Did you already know how to extract file from Kane's Wrath? If yes this for your first question: In every Unit/Building file there's a behaviour called "SlowDeath" below of SlowDeath there's one line called - DecayBeginTime="0s" - where "0s" is the time to wait before dead unit starts to fade, change the "0s" to "300s" and it must be works, the problem is that you must do it for EVERY single unit since the SlowDeath behaviour is unit-related. For the second question you had to create multiple Multiplayer colors with the same value. Copy one of the MultiplayerColorsSkyBlue.xml, rename it (MultiplayerColorsEmpty1.xml for example), open it and then change its id (id="MultiplayerColorsEmpty1" for example); below you'll find RGBA letters, repeated 4 times. Change the A="180" to A="0" four times and repeat this as much for every additional no housecolor that you need. I hope this can help.
For multiplayer colors I suggest to set the "A" Value to 35 or 50 because i saw that on 0 you cannot see things like Construction Yard base line or Battle Base field of repair drones.
Thanks!
But yeah I already figured it out.
Also, how I changed the team colors is by changing the
OkToChangeModelColor="True"
to OkToChangeModelColor="False" on each unit and building
Because if I change the MultiplayerColors it also changes the colors of teams on the minimap and you can't tell who is who.
By changing the OkToChangeModelColor to false it just disables the colors on units.
New SAGE Engine Modding discord server for C&C and LODR BFME games: Discord.gg
Does anyone have the no-disc patch please, I have worn my disc out completely (playing it lots).
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Is there way to add textures to from the mods from CNC3 to the CNC3KW world builder? Im wanting to use a map from Tiberium Essence but it uses textures that are in the mod. I want to use that map in Kane's Wrath.
Moddb.com
I will work on this, give me some time and I will see what I got for you.
I am working on it, not going too well so far, LOL.
I found a work around, it will also work for CnC3TW as well as CnC3KW. It is also going to be able to be outfitted to all MOD's.
NOTE: This is in theory, so I will be testing this as I go.