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...
Mod is still in dev?
Yeah, just not getting any open release atm
Hello I just returned to playing this game that I loved. In my older age I just play Skirmish vs the CPU, the game now is a lot more tactical than it was back when I first played it which is fine, the computer just does not funnel into defenses. My issue is the CPU's juggernaut spam. It would be fine if Juggernauts in the CPU's hands acted like artillery, but they will snipe moving units, I watch as the three shot pattern will tighten to maximize damage or spread to maximize effectiveness on a whim. I know how to counter them, I can play the aircraft vs Juggernaut and their anti air compatriot game of tag. But I am getting old and tired of Juggernaut spam, it is boring and they have gotten worse through patches it seems. Is there any mods that I can remove Juggernauts or increase their cost to dissuade spam?
That's something that was left from vanilla I believe, it just that ver 1.01 and 1.02 changed the eco so much the AI didn't had enough funds to spam them,
Each faction basically spam some unit once it got the money,
What you think will be more logical for it to spam instead though?
Jugger deal more damage due to how they can also attack you from afar so I thought it make things harder for the player, but it could be changed into Mammoths maybe?
So that is my issue the AI is cheap with Juggernauts. No other unit do they cheat so bad with, that I have noticed. They did as well in the past, but with the seeming AI pathing improvements they're worse. So that is my issue, the cheapness of them.
I understand why the AI spams Juggernauts because it micromanages them to snipe units and generally dominate the battlefield. If I was playing GDI and using them they would not be half as effective, more filling the role of artillery like they're supposed to. It irritated me when I tried playing Marked of Kane, for their napalm centric forces, and they were seemingly useless against Juggy spam.
As far as Mammoth Spam or any other vehicle I would be fine with it, because the AI is no more unfair with them. With Juggernauts they will spread and or tighten the pattern to suit their needs. I will have a squad of micromanaged attack bikes, which should shred a few Juggys yet they will snipe them into oblivion predicting their movements. Mammoth tanks are direct fire and are no better whether I am using them or the AI.
The game seems different, in that the AI has improved. I used to play skirmishes on hard with no issue, now Medium was giving me issues, mostly surprising me with using actual tactics. I have adjusted my play style and am fine now. Still not a fan of Juggernauts under the helm of the AI. I just don't turtle anymore. When I bought the game in 2007 or 9 when ever it released It played a bit different.
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.