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Kanes Wrath? Rate Topic: -----

#1 User is offline   Assassin 

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Posted 17 March 2008 - 08:16 AM

Whos getting it? Do people think its worth moving the mod over to KW?

Given the new features and abilities present I expect it will be worth it, and minimal impact on progress if its anything like ZH was to Generals, its going to be an awesome step up in modding power.

Also is anyone getting it? that also goes into consideration
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#2 User is offline   ApornasPlanet 

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Posted 17 March 2008 - 08:43 AM

Of course you shall move on to KW! There's no arguing about it.
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#3 User is offline   Golan 

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Posted 17 March 2008 - 11:04 AM

I´m facing this question too and am undecided myself. The only new gameplay features that are IMO not possible in TW without bugs are the multi-squads APC, the Mechapede modular system and the Epic Unit garrison upgrade (RA-IFV) system. The later two are only of minor importance for pre 3rd tiberium war mods IMO, so I guess it comes down to whether one uses quads or not.
The Global Domination mode does IMO hold excellent possibilities for modding. I´m not sure if/how it can be modded, but still I guess that once you have the mod working for skirmish, it doesn´t take much work to get the GD running with your new content - in other words, you can offer a semi SP campaign from the get go. This alone would be well worth switching to KW IMO.

Overall, I doubt that the difference between TW and KW modding will be comparable with the difference between Gen and ZH. Aside from the three additions mentioned above, I could pretty much think of a way to implement all of the new features to Van TW directly after reading about them. There are no new weapon effects like ECM, no special power additions like frenzy, no graphic enhancements like Microwave distortion and no improvements for hardcoded issues from KW to TW. Actually, this is more of a good point for TW than a bad one for KW, but it is still important when deciding whether to switch or not.
Also I´m somewhat skeptical if EA´s mod support will allow us to make the switch quickly. Seeing how long the SDK 1 was delayed, that EA/APOC refuses to answer any questions related to mod support and that there has been absolutely no statement about mod support for KW, I´m really pessimistic on this one.

The bottom line is that I´d advice you to wait with your decision until KW-SDK has been released and the new possibilities are examined. KW could hold much potential, but it is very unclear if we can use it and waiting shouldn´t have any negative impact on mod creation.


On a side note, I´m getting it too.
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#4 User is offline   ApornasPlanet 

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Posted 17 March 2008 - 11:12 AM

I'm thinking about "conquer the world mode", which would be quite nice for TSR. Or maybe it's boring with just two factions.
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#5 User is offline   Golan 

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Posted 17 March 2008 - 11:26 AM

Well, EAW had only two factions as well and still it was... er... uh... nevermind. ;-^)

I guess if global domination mode offers some truly strategic elements (like getting bonuses on eco, military, tech for controlling certain areas) and perhaps allowing special areas/encounters (like covert operations or say like GDI continental HQ maps where Nod could e.g. hinder their enemy´s effectivity on the corresponding continent) and supports good AI (to stick with the EAW comparison, one that does not mindlessly throw tons of cheated units at the same area over and over again) two factions are quite sufficient for this kind of game type IMO.
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#6 User is offline   Assassin 

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Posted 18 March 2008 - 12:10 AM

Keep in mind we may reintroduce our subfactions for GDI and Nod, except our idea for Zero Hour used the Generals experiance menu so your faction what you could build expanded into areas the other player could not predict as you play...

Id perfer to do this via upgrades that LOCK once you choose midgame to add the same level of unpredictability of what your enemy might throw at you... but it may be more practical and neater to this as subfactions.

Regardless this feature is unlikely to make the first release which will be core GDI and Nod TSR style.
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#7 User is offline   Golan 

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Posted 25 March 2008 - 04:09 AM

You might want to read this. Hopefully, JonWil is right about the reasons for this.

€dit
Not exactly the best information, but at least now we know.

This post has been edited by Golan: 25 March 2008 - 01:49 PM

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#8 User is offline   Assassin 

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Posted 27 March 2008 - 12:38 AM

I've seen that and responded,

Kanes Wrath hit Australia and so far Im quite impressed it links Firestorm and C&C3 together alot better then I was expecting.. as a hardcore TS fan I am very happy that Firestorm has finally been included in the damn story I was soo pissed off in C&C3 that EA went out of their way to completly ignore everything from Firestorm except the Juggernaut and a mere mention of CABAL in the Intel Logs.

But so far lots of fun :) I'm lovin the campaign so far, modding possibilities look good and seems to be somewhat compitable with C&C3 i hope... im also wondering if World Domination mode will be modable... dont really mind if its not its just extra work for me.. but still could be interesting potentially for something TSR.

Ingame features theres quite a few we can take advantage of.. however nothing that will hinder the C&C3 version hugely... though I would rather be developing with Kanes Wrath straight away.
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#9 User is offline   Darkened Edge 

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Posted 28 March 2008 - 04:00 PM

Hooray, I'm hardcore too, so this is exciting that their ACTUALLY trying at this.

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Keep in mind we may reintroduce our subfactions for GDI and Nod, except our idea for Zero Hour used the Generals experiance menu so your faction what you could build expanded into areas the other player could not predict as you play...

Id perfer to do this via upgrades that LOCK once you choose midgame to add the same level of unpredictability of what your enemy might throw at you... but it may be more practical and neater to this as subfactions.

Sounds awsome, I like the idea of guessing on the enemy rather than, "oh, he is that team (sets up anti-infantry)"
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#10 User is offline   Assassin 

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Posted 28 March 2008 - 11:36 PM

oh yeah... the possibilities and ability the player has to customise their faction is huge :D

The new implementation of the Tech Tree idea we've come up with for C&C3 FAR outstrips the idea we had for Zero Hour.. and it hasnt created anymore work its a similair idea but its been re-worked to be that much freakin better.

More details soon :)
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