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Unofficial Big Bang Patch 1.04 Project main thread

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# 1Egozi44 Oct 17 2015, 05:21 AM
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Kane's Wrath Unofficial big bang Patch 1.04 ver 0.4 is out!

Check out the announcement here~

Kane's Wrath Unofficial big bang Patch 1.04
is actually a mod that runs with bibber's and asuka's mod lancher.

It started with the aim of just balance changes and bugs fixes, making stuff that people rarely used more noticeable, useful, and adding more options for team play like RA3 and BFME had.
Since a lot of people requested me to add a few stuff that in their opinions were supposed to be in the original KW I ended up adding some new content (but I had red line and didn't add ton of useless stuff to the mixer as the mod didn't aim to add too many new units to the point the factions would be unbalanced and the units would be useless).

So this "Unofficial Patch" is now big bang patch that rather than just focusing on balance and bug fixes It also adds new stuff in order to make the decade old KW feel more refreshing.
I had many ideas how to add new stuff to the game's gameplay, some worked and some didn't (and were removed), you can see it as small expansion pack at this point honestly.

This is project is up on moddb since 2014 and is still WIP.

One of the main ideas of this project was to work with the community in order to create the mod for the community, however as I mentioned before the mod have red lines,

this project can be changed by your comments however I can't promise that I will change anything you want. Please note that this mod aims to make things more balanced while also trying to add uniqueness.

Uniqueness + balance in RTS is really hard to achieve but if they are combined in the right way they can keep the most import ingredient at bay: the "Fun".

Here is a short list of what has been changed so far:

*More bugs have been fixed (many many many bugs fixes),

*The mod have few new units,

*New features (More Upgrades/Abilities/Special Powers),

*Some minor gameplay changes,

*More features for team work,

*Improved Balance (many things like support powers, units, abilities, upgrades, are more useful),

*Improved map pack (Optional),

*Improved AI,

*Edited campaign,

*Economic system moved back to how it was in ver 1.00,
And more~.

You can download the Patch here:


Few things I would like to note though:

*The patch/mod have Music version which is the same mod but with different soundtracks I used in my close beta, I most likly won't release it to the public though since it may rise possible issues, But if some of the admins here will be kind enough to take a look on it and give me the green light I will consider post it here, right now it only available to FeaR clan members

*I will recommand use the mod with the Fixed Map Pack I made And the 4 GB ram tool I didn't, for better experince tongue.gif

*For any idea and issue you run into Please open thread in the Mod's Forum

How does it work?

I will make new threads in the Kane's Wrath Custom Maps forum with questions and polls for you, and you could suggest me what you prefer from x and y or your own personal opinion, the threads will be linked to the main thread (here) to make your search easier.

If you want to commit/ask about something that don't relate to the polls either do it here or PM me, you can give me suggestions and ideas any time but again I can't always promise I will use them (mostly depend if they pass the red line or if other people wont' like them)

What the patch/mod aim to changes in short?


*The balance for each faction in the game,

*Trying to make less usable units, upgrades, and support powers more useful and rewarding so that players will want to try other things and won't stick to one tactic,

*Trying to fix most of the game's bugs

*Trying to encourage team work by making stuff like support powers and support abilities to work with/on allies units (include the repair drones)

*Trying to make things Fair yet unique
since some factions in the game lack something (like Black Hand who lack air tower for example) that can limit their options and some times don't allow them to win at all (example that happened to me back in 2008 when KW was just out, player run with his Scrin drone to the water (in an official map) and the BH's player that was against him couldn't follow him to attack his drone since he was in the water in a certain position where BH's anti air units couldn't attacks him and there was nothing else he could've done since BH completely lack air force), so that doesn't mean I will just re-add everything to all of the sub factions since it will ruin their play style and uniqueness,
But adding few things back in some small yet unique ways to overcome these issues to keep the fair gameplay is more than welcome in my book, (example: BH now have air tower, however they can build only one and can train just venoms with no upgrades and they're more expensive to not encourage BH players to use them unless they really in a need for them.

*Trying to make things more refreshing for this decade old game,
Since KW is a dacade old I thought it will be nice to improve the game by adding few new stuff rather than just balance and fix it, adding some units that most people wanted to have in the game ever since it was released is one good example for that (especially if you consider that some good units were wasted in C&C4 like the mastadon)

Fixed Map pack:

The patch/mod also have its own map pack (same old EA's official and pre order maps with bug fixes)
Which you can get here:


(Note, this map pack is outdated, I'm working on an improved map pack and may make it so you won't need the fixed map pack separately in a future version anymore).

Things to note:

----Please also note that this patch/mod isn't relate in any way to the Unofficial Patch 1.03----
Unofficial Patch 1.04 just tooks some bugs fixes and really few ideas from 1.03
(which I didn't simply copy pasted, but rather had to find and change things manually...)

If you like and used to the balance that patch 1.01 and 1.02 added then Unofficial Patch 1.03 most likely will be more fitting for you, If you prefer balance that resemble 1.00 with the big fixes of 1.02 plus new stuff to the mixer that changes the gameplay a bit and adds new strategies and options then this Patch/Mod may be for you

FAQ for confused people (and this is where the confusion begin)


1. This mod don't work with UOP 1.03.

2. This mod will not work well with the Kane edition skins as they will cause some issue with the mod, I can add them if people will demands later but since KW didn't had any real Kane edition that came with these skins I took the liberty of using some of their scripts for my own evil plans, I also didn't bothered to fix the pink Juggernaut Kane skin because of it.

3. (The real confusion) This patch/mod didn't used EA's last official patch version 1.02's balance for its core gamplay, but rather started its balances' changes from Kane's Wrath Classic (which is another mod I've made before 1.04) which has its own balance's changes.

Q. So does it mean I will need patch 1.02 + Kane's Wrath Classic mod to run the game?

A. No... you will only need patch 1.02 and the mod launcher that included with the download (with Bibber's permission ofc since he's the creator).

Q. So your mod is probably super unbalanced thanks to the fact you're using v1.00 as base |-( ?

A. No, Kane's Wrath Classic mod intend to move most of the game's balance to how it was in ver 1.00 but that's not what UOP 1.04 aim for, I've just started from KWC mod as my " main ground" and changed stuff from there, if you spotted anything that looks to you unbalanced please report and I will look into it.

Q. I'm still confused about the balance order... can you please explain it more simpler?

A. sure:
Normal game + Patch 1.02 installed <-----
Kane's Wrath Classic mod (Balance of 1.00) <----
UOP 1.04 <----- (Big changes to the balance from 1.00, 1.02, 1.03),

And again you don't needs Kane's Wrath Classic mod nor UOP 1.03 to run UOP 1.04, just patch 1.02 (which is EALA's last official patch, that it).

Q. I'm still...

A. No, just don't, PM me instead.

Q. Can I run this mod with Patch 1.02+ ? : D

A. Don't think so, it most likely will break the game, you do however can use custom maps and make maps for UOP 1.04 if you like, I've added some nice stuff for WB uses wink.gif.

Q. Will the Kane's Edition Skins will work with this mod?

A. No, they most likely will break stuff but since I never tried it myself I don't sure, you can try if you wish, if I will see people really wants them back I will consider to make the mod to supports them again.

Q. My Juggernaut is pink D:

A. please read what I've said above (twice)...

Q. Is the Mod/Patch Work with C&C Online?

A. Yup, you will need to use the Hooking option however, I've added a link for a tutorial in the "How play" section,
The mod also works with other LAN based applications like GameRanger, Garena Plus, it probably also works with Hamachi and Tunngle but I never tested it with them, feel free to try though.

Why you re-add some units that Factions don't supposed to have? |-(


The thing with KW's sub faction rule is "give and take"
The issue is that some of the "take" part can results with unbalance gameplay in regard to some stuff to the point it can be unfair, so I tried my best to keep it fair yet unique:

ST don't have heavy inf and don't have a way to defense themselves from Commandos if they don't have Wolverines or defense towers nearby, that's was the reason I've added the Steel troopers.

Zocom don't have artillery and the upgraded planes aren't enough to break enemies' walls if they have ton of AAs,
So at first instead of giving them C&C4 Juggernaut I gave all GDI's Pitbulls a bombardment ability that can be unlocked after the player upgrade them,
it weaker and have less range from juggernaut but solve ZOCOM lack of artillery,
However at some point I've reconsidered my decision and did gave them Zone Juggernaut but in a limited production options so players won't spams them around.

ZOCOM also lacks firepower on ground units so instead of mimicking mods like One Vision I've did something else,
I gave them Zone Rigs, Zone Guardian cannon, and Zone Mammoth (same units/structures that just shoots/have the ability to switches to sonic grenades now),
Lastly their Predators have missile launchers upgrade in tier 2 so they can have better chance in mid game

BH don't have Air tower and as result they can lose to an escaping Scrin's drone who runaway above water, so I've added it back but with limits so they can build only one, and the Venoms it trains don't have upgrades and are more expensive,
BH's engineer also can't calls for transport and can't captures spikes that on some hills so I've added it back only for their engineer for fairness sake.

MoK's inf were so-so and they originally didn't had a Flame tank,
So to make things fit more to their style I've made the cyborgs un-crushable from tier 2 units and they also have resistance to tibirum,
Cyborg commando was also added to the game to replace the normal commando,
Tibirum troopers now act as mini annoying artillery and have tib infusion upgrade as well to make them faster and stronger,
MoK now also have their unique War Reckoner which allow these infantries to shoot from it even when it's not unpacked,
And lastly instead of just adding to them a Tibirum tank of a sort I've made the Slave for them which starts as a supportive unit but can be upgraded into a laser or tib tank on the go.

With Scrin's case things got a bit more mixed with their sub factions,
Scrin's engineer don't have any transport and it make it impossible for it to reaches to some hills or mountains that have tib spikes, so I gave it its own teleport ability which have really small range and big cooldown,

In general all of Scrin's armies have weak tier 2-3 elite inf
So I've did the following:
Tweaked normal Ravagers' and Shock troopers' damage before and after their upgrades are enabled and made Ravagers un-crushable to tier 2 units,

The Shock trooper's teleport ability more useful now and has more range while Traveler 59's Shock troopers have even bigger teleportation range from the get go,

All Ravagers can shoot aircraft since Scrin don't have any AA inf aside upgraded Shock troopers,

The Traveler 59's Ravager is more faster now after upgrade to make it more unique and useful,

While Reaper 17's Ravager been replaced with the Repear Ravager which acts similar to Zone troopers and comes with 4 members in one squad, has more HP, and more fire power after upgrade,

Lastly Repear 17 lacks any artillery unit, so I've replaced their Devour tank with the Repear devour tank which have more range and act as a mini artillery... but the range is really small compared to Specter and Juggernaut.

How to play


--(Skip to the "How to play" part if you have normal version of the game (normal version = not from Steam nor Origins, Rip versions aren't supposed to work either))--


There are few methods to run mods and it also depends what version of the game you have,

Normal original version supposed to work just fine unless you have it installed in a differnt language, like for example the french version of the game,
if you do have it in a different language you will need to rename the game's registry key (look at the end of the note to see how to do it),

If you have Steam or Origins version you also in an issue, look at the end of the note to see what you can do.

Now for the normal version


How to play:


How to play:

First before anything else you will need to have WrathEd Mod Launcher 1.09+ (1.10 seem to have some random bugs so I won't recommand it atm)
And to make sure that you set it to be opened as administer,

You will also need to make new folder in "C:\Users\Username\Documents\Command & Conquer 3 Kane's Wrath and named it as "Mods" (without the quotation marks ofc), now you will need to put the actual mod's folder in that new folder you just made,

Example: C:\Users\Username\Documents\Command & Conquer 3 Kane's Wrath\Mods <------ put the mod you want to play in it (in the Mods folder),

After that just open the WrathED Mod Launcher (as administer) and select the mod you want to run, Press on the "play" button and that it!

If the mod launcher still not detects your mod folder/show nothing in the list, make sure you didn't put double folders between the mod you trying to run and the Mods folder,
Or try to install the game on it's default directory and be sure to put the mod launcher inside it (the game's default directory folder).

Have fun!

(How to play with CNC: Online
http://www.moddb.com/mods/kanes-wrath-unof...with-cnc-online )

(How to play in gameranger
http://www.moddb.com/mods/kanes-wrath-clas...a-or-gameranger )

Origins and Steam version of the game:

If you have Origins version of the game or the Command and Conquer Ultimate Collection (Which is also count as Origins version)

Try Medstar's tool which should fix it

Or try bibber's tool which should fix it unless the game was updated

Steam version supposed to works fine but if you have any issues try the follows:

Make sure the game is installed in your C drive and that you don't have it in an external HDD,

Try to tell steam to fix the game for you in the steam options,

Try edit the game registry from here (may also work for Origins):
If you know how to edit registries just replace your game's registries with the Original ones.

Alternatively you can also try this:

There is a way that can force the game to load the mod everytime but then it will always just load that mod unless you change it again,

First, go to your Kane's Wrath folder and right-click on the "CNC3EP1_english_1.2.SkuDef" file,
Then click "open with" and choose Editor.

There you need to add this on top of the other note's lines:
add-search-path C:\Users\'Your User Name'\Documents\Command & Conquer 3 Kane's Wrath\Maps\
add-search-path C:\Users\'Your User Name'\Documents\WrathEd\Mod Launcher\Kane's Wrath\Mod\
add-config C:\Users\'Your User Name'\Documents\Command & Conquer 3 Kane's Wrath\Mods\'The Mod's Folder You Wants To Run'\'Mod's skudef file' (add ".skudef " at the very end)
And save that notepad, you should be done now, just open the game normally and you should get the mod running.

For issues with all versions:

Game with differnt language issue:

(in 64 bit system open Regedit and go to HKEY_LOCAL_MACHINE -> SOFTWARE -> Wow6432Node -> Electronic Arts -> Electronic Arts -> Command and Conquer 3 Kanes Wrath -> UserDataLeafName)
and you will have to rename it with english language (May also need to rename InstallPath)

Random crash on start up:

That can happen from many reasons but one of the most obvious ones I can think of is your game's graphics settings,
Be sure your game's graphical settings are set to be on high or above (especially on "Details") before you launches the mod,
If for whatever reason you can't lanuch the unmoded game in order to change your settings, then go to:
C:\Users\'Your User Name'\AppData\Roaming\Command & Conquer 3 Kane's Wrath\Profiles\Your Profiles Name\options.ini,
And open that option.ini file with a notepad and change the ModelLOD from Low to High, save the note and try to launch the mod again.

Lastly make sure your Anti Virus isn't getting in the way of the Launcher/mod by blocking them!

Just to note:

Errors and issues seem to be indeed random from build to build (player's build/rig/machine/computer, not the mod's build) and they are mostly triggers on people who:
•Don't have the original disk ver of the game,
•Not have a stable OS,
•Have the game in a different directory (which depends on your OS and lang could possibly confuses the launcher from reading it),
•Have the game installed in a different language which sometime effect the registry,
•Don't have the last patch/have 1.03/have 1.02+ installed,
•Have broken skudef,

The possible list of issues is honestly long and in 90% of the cases it's an issue from the user's end and not the mod.

Changelog *Last update 08.11.2021*

Kane's wrath Classic Version 1.00 changelog


Only for these who want to know what the ground I've started from:

Need your help


As I said before this patch is for the community so your help and suggestions are always welcome, however there are some issues I have that I can't solve alone so if any of you is good with:

*3Ds max for general use

*Know how to make 3D formation for units


*Know how to add/make house color for units

*Good with xml

*Good with map making (only in case you want your map to be part of the mod)

You are always welcome to contact me, I will really appreciate any help and will add that person to the credit note

Questions that been asked so far:

UOP 1.04 Community help 1

UOP 1.04 Community help 2

UOP 1.04 Community help 3

Patch/Mod main page in MODDB:


Patch/Mod main page in Nexusmods:


Patch/Mod Discord server:
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This post has been edited by Egozi44: Nov 12 2021, 06:01 AM

Posts: 729

Clan: FeaR

Game: Kanes Wrath

# 2AggressivePanda Oct 17 2015, 11:42 AM
Interesting seems stateoftheunions signature has been finally awnsered.

ヽ༼ຈل͜ຈ༽ノ 1.04 or RIOT ヽ༼ຈل͜ຈ༽ノ

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# 3Zypherbullet Oct 17 2015, 13:29 PM
Awwhh there will be no riots sad.gif.. But nice work man! I know the way of the modder is a hard one wink.gif.

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# 4Egozi44 Oct 17 2015, 20:37 PM
Thanks smile.gif

I added a few more stuff to the page (the help section is import)

So if anyone read it and interest in help feel free to pm me

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# 5Zypherbullet Oct 17 2015, 22:23 PM
You're welcome to use my campaign missions for the Scrin and adjust them to your mod as you see fit. I only have 2 now, but the 3rd is extremely close to being released! Send me a pm if you want the source files smile.gif.

As for helping out, I'm eager to learn more about xml coding. How about I offer some legwork in exchange for your knowledge? laugh.gif

Also I have 3ds max 9, but no idea how to work with it. Do you?

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# 6Egozi44 Oct 18 2015, 00:25 AM
You're welcome to use my campaign missions for the Scrin and adjust them to your mod as you see fit. I only have 2 now, but the 3rd is extremely close to being released! Send me a pm if you want the source files smile.gif.

Thanks that sound nice!, I never touched the campaign in KW so far (I meant with the SDK, not that I didn't' played it xD) but assume it possible to add them, I need to ask a friend that work on the KW's campaign for his own mod as he probably will know how I can add them to the campaign button if I will decide to add them

As for helping out, I'm eager to learn more about xml coding. How about I offer some legwork in exchange for your knowledge?

My knowledge is pretty little myself, I sort of learned stuff and tricks by asking other modders on C&C forum (which now dead) or in CnCZ

I do know a lot more stuff compared to when I start the mod (which was more than a year ago)
But I still can't make a lot of xmls from scratch, I always need example from other xmls and files that thankfully KW's SDK have

KW SDK is a bit more easier than TW SDK when it come to xml and that helped me a lot so far

I can try to help however in whatever you will ask me to

Also I have 3ds max 9, but no idea how to work with it. Do you?

I have 7,8,9 and 10 but I don't know how to use them myself (never really tried too deeply to study it to be honest) that why I look for help in that section, someone who is partner in the mod was really good with 3Ds max and made me 3D formation for a new unit and a house color for other unit, they look as if they were part of the game and it was bloody amazing, unfortunately he disappeared a bit after due to RL I assume

EA however have good tutorial as of how to use it with their TW SDK and they tell you step by step how to use it for TW mods, Only 7 ,8 and 9 support their pulsing though, and 7 said to be the best

I think you showed in the past that you also good with PS (iirc) and that may also help here and there

I pm you something BTW : p

This post has been edited by Egozi44: Oct 18 2015, 13:28 PM

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Game: Kanes Wrath

# 7Egozi44 Oct 18 2015, 16:42 PM
Added more stuff to the main thread

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# 8Egozi44 Oct 30 2015, 21:52 PM
New update to the change log

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# 9RRcabal Oct 31 2015, 02:04 AM
QUOTE(Zypherbullet @ Oct 17 2015, 05:29 AM) *

Awwhh there will be no riots sad.gif.. But nice work man! I know the way of the modder is a hard one wink.gif.

But lets start a riot. biggrin.gif biggrin.gif biggrin.gif

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# 10Egozi44 Oct 31 2015, 20:34 PM
QUOTE(Cabal^ @ Oct 31 2015, 04:04 AM) *

But lets start a riot. biggrin.gif biggrin.gif biggrin.gif

You have permission to start one ; D

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# 11Egozi44 Nov 19 2015, 08:21 AM
New day, new change log


Here small sum up of what that been changed (if you want screenshot or more info feel free to ask)

*I fixed some bugs underneath (some are for new units, some are EA's bugs)

*Added a few new easter eggs (some aren't finish yet)

*Balanced the Cyborg commando

*I improved the BH's and MOK's ConYard Skins (there is a issue that you can see the old one underneath it in some maps, I left it that way because it something that can only be done though 3Ds max which I don't know how to use, Someone may teach me how to use it though so I may find a way to fix it later)

*Replaced the Steel troopers with new model, Steels are VA by D4_Scorpion/Masazumi ;D

*Mutant commando now have it's own rifle model

*Nod's Nuclear missile now have radiation (It uses Redemption's effect for now though)

*Scrin's Rift generator spawn small Ion storm when it stop attaking

*GDI Ion cannon EMP things (been there for more than a year, just point it out so no one think I left them alone)

*Steel Talon's Reclamator Hub now changed to Mastodon Landing Zone, it have different skin and can call the Mastodon wink.gif

I changed more stuff but I don't recall any little thing I done xD

This post has been edited by Egozi44: Nov 19 2015, 20:54 PM

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# 12Egozi44 Nov 29 2015, 05:42 AM
As a reminder you can view some of the changes that were mentioned above here

KW just fill with too many bugs we didn't notice
Make me wonder why EA never bothered to fix at least big part of them...

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# 13Egozi44 Jan 7 2016, 07:14 AM
Forum support on MODDB was added


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# 14Egozi44 Jan 7 2016, 08:11 AM
New change log ^^

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# 15Egozi44 Feb 17 2016, 06:47 AM
Some random trailer I made can be found here


Will update the changelog eventually (too lazy atm xD)

Hopefully close beta will start somewhere this month~

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# 16Egozi44 Mar 10 2016, 06:34 AM
Updated the changelog

Hopefully closed beta will be available soon~

Anyone out there that interested in joining aside the FeaR clan and Admins can reply here or PM me

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# 17Egozi44 Mar 27 2016, 18:25 PM
Change log updated

Close beta been released in the FeaR's private forum

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# 18Egozi44 Apr 29 2016, 05:05 AM
Change log was updated \(*0*)/


Hopefully open beta will be out soon~

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# 19Egozi44 May 10 2016, 21:40 PM
Added the link to the fixed EA's map \(*0*)/

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# 20Egozi44 Jun 16 2016, 01:39 AM
Mod been released for public \(*0*)/

Download link was added

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