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Kanes Rache Fraktions-Erweiterung Mod: One Vision - beta

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Sep 21, 2006
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Hallo Kanes Rache Spieler!

Hattet ihr nicht schon einmal das Gefühl, dass Kanes Rache sehr viel verschenktes Potential hatte?
Als KR erschient erhoffte ich mir, dass es das ZH für CnC3 wird, war aber mit den Fraktionen eher enttäsucht.

Aus diesen Grund habe ich vor einer Weile mit der Mod "One Vision" angefangen.
Die Mod hat das Ziel die Fraktionen stärker voneinander zu unterscheiden und probiert das gameplay generell interessanter zu machen.
Dazu gehören: Bug fixes, balance Änderungen, neue Einheiten, reskins, neue Upgrades und Fähigkeiten.

Leider ist KR nicht mehr so oft gespielt wie es mal war, weshalb ich mich dazu entschloss die Mod auf Englisch zu machen.
Auf Moddb gibt es schon einige Screenshots und der Download für die beta ist schon bereit.

Ich würde gerne die Meinung anderer hören und ein paar Sachen sind noch im Versuchsstadium. Ihr habt also die Möglichkeit mit eurem Feedback mitzuentscheiden wie sich die Mod entwickelt!
Einen kompletten Changelog habe ich unten angeführt, ebenfalls in Englisch.

Herunterladen könnt ihr es auf Moddb:
http://www.moddb.com/mods/cnc3-kw-one-vision/downloads

Ein Guide zur Installation ist ebenfalls beigefügt ("How to play the mod").

Falls es euch gefällt oder nicht, dann begründet bitte eure Meinung hier oder auf Moddb :)

[SPOIL=General Changes]
# All Warfactory repair drones now repair a fixed amount and a small certain percentage of the unit's health
# To build the tech center you need to build both tier 2 tech buildings
# Increased the cost of all epic units to 6000$ and their respective buildtime to 60 seconds
+ Corrected many experience bugs. Too many units to list required too little/less exp to gain a rank or gave too much experience
# Generally, it takes more time to clear buildings[/SPOIL]
[SPOIL=GDI Changes]
-#- All GDI factions
# The sonic repulsion field now reduces incoming damge by 25% instead of 50%


-#- Steel Talons

# Titan's stats and cost raised. Titan's slightly increase the rate of fire of all nearby units
Fires bigger projectiles
# Wolverine's stats and cost raised. Receives less damage from gun damage.
# Mobile Repair Transport spawns two repair drones
Increased costs from 700 to 800
Increased health from 2800 to 3200
+ Added the AP Rocket upgrade (more damage for Missile Soldier Squads, Pitbulls and Mammoth Tank rockets)
+ Added the Tank Armory Building
Researches new Technologies and spawns repair drones. Cannot heal infantry
+ Added the Heavy Trooper
+ Added the Microwave Shatterer
It requires a Tech Center to be built and can shut down enemies in its line of fire


-#- ZOCOM

# Watchtowers now benefit from Tungsten Shells
+ Buildings can be fortified with repair drones to repair nearby vehicles
+ Added the Sonic Shells upgrade similar to Railguns
+ The Echo Division upgrade now replaces ZoneRaider Scanner packs
It adds Echo Troopers to Zone Raiders and Rifleman Squads (similar to Confessors).
Increases firepower and affected infantry level up faster
+ Added the Frontline APC upgrade
Increases health and heals garrisoned infantry
+ Buildings can be equipped with repair drones
- Removed the AP Ammo upgrade


-#- RRF (Rapid Reaction Force)

# Alternative Skin for Drop Pod Zone Troopers
+ The Slingshot can now scan a nearby area for cloaked units and remove shroud.
+ Added the Sonic Propulsion upgrade which increases the speed of Mammoths, Predators, Rigs and MCVs.
+ Buildings can be equipped with repair drones[/SPOIL]
[SPOIL=Nod Changes]
-#- All Nod Factions

# The Stealth Tanks require the Secret Shrine to be built.
# Black Hand units now recieve more damage from cannon damage
# Tiberium Catalyst Missile:
Instead of dealing 25.000 (!) damage to tiberium targets the splash damage of the Tiberium Catalyst Missiles deals 5000 damge to such targets.
Targets directly hit by the missile are dealt another 10000 damage.
Also, it's cost have been increased to 2500
# The laser fence now reduces incoming damge by 25% instead of 50%.
+ Increased the duration of DisruptionPods from 120 seconds to 240 seconds.
+ Secret Shrines can now heal infantry just like the GDI Armory
+ Fanatics are now immune to mind control


-#- Black Hand

# Black Disciples have less health and require more time to clear buildings.
# Confessor Cabal squads' rate of fire buff has been decreased from 150% to 125%
+ Added the the Aggressor Tank
+ The Raider Buggy has been replaced with the flame throwing Scorcher Buggy
Buildcost: 600$
- Removed the Mantis


-#- Marked of Kane

# Tracer Bullets fired from Venoms and Buggies are green
# Liquid Tiberium Troopers are now starting infantry
Squadsize reduced to 4 members
Lowered damage and health
# Awakened Cyborgs are available after building a Secret Shrine
Increased costs to 1000
Increased squadmembers to 4
Increased individual squad member health from 300 to 650
Take half damage from grenade damage
Also increased firepower and they benefit from the Laser Matrix upgrade
# Disruption Pods have been replaced with Jammer Pods.
Affected enemy units in its area of influence have their vision reduced by 50%
Affected enemy units in its area of influence have their range reduced by 25%
# Increased the Costs of all Enlightened Squads from 1200 to 1600
Increased speed from 40 to 45
Increased health from 650 to 700
Increased damage from 150 to 200 per shot
Take half damage from grenade damage.
# The Raider Buggy has been replaced with the Drone Buggy
It can repair nearby vehicles and itself
Instead of an EMP Blast it can release rage inducing gas (requires the Deviator Neurotoxin upgrade)
Reduced health from 1600 to 1350
+ The Mantis now serves as an anti armor starting unit
Can reveal stealthed units
Its skin has been altered to fit Marked of Kane
+ Added the Laser Matrix upgrade (Blue Lasers for selected units)
+ Added the Deviator Neurotoxin upgrade
+ Added the Disruption Pod Drop support power.
- Removed the Nod Attack Bike
- Removed the Scorpion Tank


-#- Renegades

+ Added the Disruption Pod Drop support power
+ Added the Stealth Tank Ambush support power
+ Added the Nasty Surprise Support Power
+ Added the Kane's Will upgrade
Improves the effectiveness of Kane's Voice and mounts speaker towers on Reckoners.[/SPOIL]
[SPOIL=Scrin Changes] -#- All Scrin

# Ravagers are available once you built the Stasis Chamber
Increased rate of fire and decreased attack damage (DPS remains the same)
Ravagers require less to start shooting
# Shock Toopers are available once you built the Nerve Center
Shock Troopers deal Cannon damage instead of Rocket damage
damage decreased by 15%
# Increased Gun Walker's damage from 80 to 90
Damage against aircraft remains the same (180)
+ Slipstream Graps
As long as the Signal Tranmitter is on the field construction is speed up by 33%
(Benefits for Nod and GDI are already worked on once they build their T4 building)
- Master Minds and Prodigies can't take over Construction Yards anymore


- Traveler-59

# Ravagers have been replaced by more expensive Agonizers.
Fire armor piercing tiberium projectiles
+ Added the Traveler Intelligence Update
Higher vision and stealth detect range for Disintegrators
Allows Stormriders to spawn a sensor drone
+ Added the Advanced Teleport Sets upgrade
Allows Seekers and Annihilator Tripods to teleport around the battlefield
+ Added the Lurker Modules upgrade
Stealths Agonizers


- Reaper-17

# Shock Pods are now available with the construction of a Gravity Stabelizer
# Changed the Corrupter into the Reaper Scavanger which generates resources by attacking.
Raised its price from 1000 to 1100
+ Added the Repair Drone Stash defensive building
Heals nearby units and detects stealth
+ Added the Invader hero infantry
Is cloaked, improves armor of surrounding untits and can paralyze vehicles and structures
+ Added 2 new teleport player powers (Scout Pods, Plague Pods)
+ Added the Scourge anti air aircraft
+ Added the Neutron Beams upgrade for Disintegrators
+ Added the Advanced Articulators upgrade
- Removed the Buzzer Teleport player power
- Removed all defensive turrets


- Messenger-8

+ Added the Adapted Exoskeleton upgrade
Infantry receive 25% less damage
+ Added the Extraction Node Support power (4000$)
Places a Refinery anywhere on the map (for now it's placement has a random angle)
+ Added the Oribal Ion Storm Support Power (2000$)
Attacks enemy aircraft and supports own aircraft
+ Shock Trooper start with Plasma Disks[/SPOIL]
 
Bist du dir sicher, dass du 3 weitere Fraktionen mit in die Mod einbauen willst ? Das Ganze zu balancieren erfordert noch dann mehr Zeit. Ich würde dir das abraten und dir empfehlen, sich nur auf die bestehenden 6 Fraktionen zu fokussieren.

Du hast zwar ein paar gute Ideen,

The Stealth Tanks require the Secret Shrine to be built
Secret Shrines can now heal infantry just like the GDI Armory
Added the Scourge anti air aircraft

aber sonst finde ich den Rest nicht gut. Besonders das du sowas drinn hast wie Echo Troopers und Heavy Trooper, die bestimmt nur Zone Troopers mit alternativen Skins darstellen. Auch solche Gebäude wie der Tank Armory Building braucht man nicht wirklich, die Upgrades kann man ruhig beim Gefechtsstand oder beim Tech Center belassen. Und weitere Upgrades, die nur mehr Schaden austeilen finde ich auch nicht wirklich sinnvoll. Da wären Upgrades nützlicher, wenn sie eine Einheit um eine Fähigkeit erweitern.

Deshalb fang nochmal von vorne an. Ich schreib dir erstmal hier mal auf, welche Bugs du fixen könntest und welche Änderungen wirklich sinnvoll wären:


Das wars soweit von mir.
 
Last edited:
Stimmt, sind 9 Fraktionen ABER er schrieb ja:

- Reaper-17

.......

- Messenger-8

die zur meiner Annahme führt, dass er weitere Fraktionen hinzugefügt habe.
 
Die 3 vanilla Fraktionen wurden ein wenig verändert und umbenannt in RRF, Renegades und Messenger-8.
 
Naja, ob das so sinnvoll ist.

Die Änderungen die ich gepostet habe, wären doch allesamt möglich in einer KW Mod, oder ? Und ich hätte noch eine Frage an dich, Bibber: Kennst du dich mit Generals ein wenig aus ? Weisst du wie man da ZH Terrain-Texturen hinzufügen kann ? Ich habs mal probiert, indem ich die ZH Terrain-Texturen hinzugefügt und das in der Terrain.ini vermerkt habe, führte aber zu einem Error. Hast du da vllt eine Idee, an was es sonst noch liegen könnte ?
 
bei mir steht immer wenn ich den mod starten möchte EFOpenError: Cannot open file
C:\****\Documents\Command & Conquer 3 Kane's Wrath\Mods\One Vision_0.86.big Das Sytem kann die angegebene Datei nicht finden

hoffe ihr könnt mir helfen
 
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