I originally planned to release this as an hotfix ver in less than a month after the release of 0.3 but things happened (things some of you might be happy about).
This version is mostly about improving the exsiting stuff the mod already has and fixing some bugs and balances issues some of you addressed to me for a long time now, but as result it has less focus on adding new units to the mixer though I did was able to somehow squeezed in few new stuff.
New version previews:
The full changelog can be seen above if you're interested, but if you want some light version here's some quick summed up list to what you can expect in the new version:
QoL changes:
Some bugs and crashes were fixed;
My first few weeks of working on 0.4 were mostly about pinpointing what caused the AI to CTD the game which took a lot of time to test, and as result the AI functionality with two support powers and garrisons squads in epic units were tuned down a bit.
New functionality to some units:
Units such as the Assault Rider and the Cyborg Commando now have new stuff,
For example Assault Rider will now switches to electricity bolts under the Ion Storm's effect
while the Cyborg Commando now has a chance to survive death by losing its body parts and become disabled crawler like it originally could in TT, but instead of being some unless hijacker it now can suicide on enemy's units while dealing 6000 grenades damage!
Improved visuals:
The main menu was changed to fit the Big Bang's spirit (you can see the stuff I've tried before the final result here),
Also:
Some visuals and effects were improved,
Some units now have their own debris models,
And some old models and their animations were edited a bit by your truly to make them look a bit better than what they were in their original state such as the MARV, Steel troopers, Zone troopers, and Cyborg commando
New units:
Reaper 17 now got their own commando, the Exterminator ;)
And while it may be kinda sophisticated to say that, some of you can counts the Cybernetic Husk the Cybrog Commando spawns as a unit by its own ;p
Some more edits to the camp:
In the last mission you now starts with the Cyborg Commando in your disposal, and some bugs that were in the original game were fixed.
And last but not least it's really recommended for you to use the 4GB patcher Medstar has made or the mod will most likely ganna crash in your face while you're ingame, and also be sure to try his launcher fixer if you're one of the poor souls who got the game via Origin.
If you have any issues running the mod first see this guide and if it didn't helped you can open a thread in the mod's forums or report in our official discord server,
And if you feel like it, you can peek on the mod official site just cause it exist =D.
Also if you having fun and takes the mod in high regards, a small review will always be appreciated.
That's all commanders, now have fun :).
Unofficial Big Bang Patch 1.04 now also available at Command Post!
Tell me what you think about some future balance changes I have in mind.
I promised some small explanation in regard to the Extreme Units didn't I?
Unofficial Big Bang Patch 1.04 (0.3) is out! After the long wait I've decided to release the mod in its current unfinished yet playable state even though...
Unofficial Big Bang Patch 1.04 v0.4 is out! Be sure to read the description if you have any issue.
Probably not what you was looking for... But it took me some hours of work so I hope you will enjoy it xD
Unofficial Big Bang Patch 1.04 v0.3 is finally out! (Although in an unfinished yet playable state~)
This mod aims to let the game better use/stress your better PC in pursuit of better performance. It is recommended to use with the 4GB memory patch for...
Not to be confused with the "Kane's Wrath Fixed Map Pack", these maps are the same maps Just before I compiled them with the BuildMap bat, meaning that...
Crates does not spawn on custom fan-made maps. Can you make crates to spawn on custom fan-made maps as well?
I love your mod; I play on it a lot more than any other Kane's Wrath mod.
Umm the only way I can think of, is to somehow make the GenericCrateSpawner (an invisible object that is actually the one behind the crate spawning)to be spawn from the player's Conyard only if the crate button was checked,
But making it work that way, as well as reduce it only to one GenericCrateSpawner for all players may be challenging or undoable.
You can open any map manually with the World Builder and place that object there and then save the map to make it work if you like to do manual job, but it need to be done for every map who lack that object :o
Thank you for your reply & for giving me a way to work around it. I hope your next release update, spawning crates will work on any map.
Hey, been trying out your mod, great stuff! Though I was wondering how do you get the GDI and Scrin symbols to build the infantry unit at the signal transmitter and tech center?
They don't seem to be something I can place down or built so I'm a bit confused
They're special crates that randomlly spawn on the map, you need crate to be enable and use maps that spawns them.
You can read more info here:
Moddb.com
Ah okay, thank you!
has there been no new release in 3 years or is the download somewhere else?
There's a close beta with the stuff you see in the images that aren't included in the Moddb ver yet,
but progress indeed been slow in recent few years :o
Hello... I just want to ask, can you add the Radius Expansion for Construction? that feature where your base can grow beyond the Construction Yard's Circle?
It's already there just not with all structures,
C&C actually got a long history with trying to balancing that since the old days of Red alert 2 iirc,
In TW 1.0 iirc even Barracks would increase your build radius and it was changed with TW patches over time,
In KW 1.00 aside from Power Plants and Barracks, all of the other structures that aren't defenses would've increase your build radius and EA changed that with patch 1.01 and remove the build radius from all production structures in an attempt to balance things out and make the start game more slower.
Big Bang is based on KW 1.00 so all of the main structures aside from Power Plants and Barracks got build radius from the get-go.
In other words the Construction Yard circle increased by anything that is not a defense, or Power Plant/Baracks.
Was playing Yesterday, and yes. I can confirm its there. Also, I have one final Request.
Can you add a No Superweapon feature? Someone already did it, where the AI cannot build superweapons but the players can, but The only reason why I build superweapons is to destroy the enemy Superweapon, and of course, you can only load 1 mod at a time. For me, Superweapons make the game boring and rushed. And also, I have a big feeling that the reason why EA removed the Radius Expansion is to make it easier for a superweapon to destroy Bases for Competitive gameplay...
So my request is, can you add a No Superweapon button, like in the Rules section, like Replace the "Add Random Crates?"
I don't really wants to replace that button, however in the Online/Lan modes there is extra buttons that doesn't work so if I ever find how to use them I don't mind replacing these.