One Vision mod

One Vision mod for kanes wrath

One Vision mod

Author:Yourhorse
Categories:Mod
Latest Version:26.10PT1
Created Date:August 14, 2023
Last Updated:March 19, 2025
Total Downloads:3402

All Download Versions

  • OneVision_26.10PT1.zip
    26.10PT1 883.44 MB Sep 20, 2026Download
  • OneVision_107.zip
    26.09.5 881.78 MB Sep 18, 2026Download
  • One_Vision-24.10e3.zip
    v24.10e3 964.09 MB Feb 15, 2025Download

Description

Onevision mod with installer

The installer includes the onevision mod and the compiled
[SD] standard mappack 1, 2 and 3.

+ How to auto install One Vision (Click Video)

+ How to install One Vision manually (Click here)

One Vision

Hey fellow C&C fans! If you're into Command and Conquer 3: Kane's Wrath, you've got to check out the One Vision Mod. It's like giving the game a total makeover! 🎮

This mod amps up the game by adding new units, abilities, and epic gameplay changes that make each faction more unique and thrilling to play. Imagine GDI, Nod, and Scrin going head-to-head with brand new strategies and tactics!

Why One Vision Rocks:

  • Diverse Factions: Each faction now has its unique quirks and features. Whether you love GDI’s firepower or Nod's sneaky tactics, there's something new for you.
  • New Units: Get ready to command awesome new units that bring more depth and excitement to your battles.
  • Epic Abilities: Unleash powerful abilities that can turn the tide of war in your favor. It's all about strategy and timing!
  • Fresh Experience: One Vision keeps the game fresh with a ton of new features that capture the spirit of C&C while giving a fresh twist.

If you're a true C&C enthusiast, One Vision Mod is a must-try. It’ll reignite your love for Kane's Wrath with a bunch of exciting new ways to play. Grab your copy and dominate the battlefield like never before! 🌟

Onevision gameplay video

Interview and Overview for the One Vision Mod
+ Scrin Mod Guide
+ Nod Mod Guide
+ GDI Mod Guide

Author: ImaginaryNumb3r aka The Filthy Casual Command & Conquer 3: Kane's Wrath mod

Version History

  • 26.10PT1 Sep 20, 2026
    Changelog:

    Patchlog Version 26.10

    Mutant Hovel Units

     

    • Mutant Alphas: Reverted name back to “Mutant Marauders”
      • Made immune to Suppression
      • If unit would be suppressed it enters a “Bloodlust” mode and gains +25% increased rate of fire and movement speed. While affected, the unit glows red.
    • Blight Mortars: Added new Mutant unit which requires a generic T2 building.
      • Has long range Mortars dealing Grenade damage that have minimum range.
      • Can switch between 2 types of ammo.
      • RPG Rounds: Artillery range, anti-building, decent rate of fire
      • Blight Rounds: Medium range, can degarrison, leaves a toxic cloud behind

    Remarks on Mutants: While more of a fun sideproject, we want to gradually expand the Mutant roster over time. Eventually, we could envision a full 12 infantry unit roster including Commandos and T4 infantry, including some upgrades that can be purchased in the Hovel. Right now, this is more of an exploratory addition to the mod and something we do for fun.

    Screenshot 2026 09 21 001259

    All Factions

      • Fixed various description bugs.
      • Crane:
        • Increased cost 1500$ 🠆 1800$.
        • Increased cost 15s 🠆 18s.
        • Added the Refinery as a prerequisite.
    • Tier 3 Structure:
      • Increased cost 4000$ 🠆 5000$.
      • Increased build time 40s 🠆 50s.
      • Increased health 10,000 🠆 15,000.

     

    Remarks on Crane: This might seem harsh but was necessary due to the One Vision eco changes. Particularly with Scrin, you could comfortably reach T3 with 4 Refineries, several harvesters and speedrun your way to the late game and have an asymmetric advantage.

     

    We encourage different types of openers and ideally keep the Crane as a greedy eco opener that is strong when left unpunished. But as it was right now there was no window of opportunity to punish the crane player. We might investigate other ways of having a crane opener, but for now we primarily want to lessen the existing problem.

     

    Remarks on Tier 3 Structures: Way less critical for balance, but as a potential direction to avoid games becoming too similar. Because as players have progressively gotten better at eco management and cutting corners, T3 has been ever easier to reach to the point where a proper midgame around T1 and T2 units has become infrequent. This is partly a consequence of One Vision’s cheaper early economy, but we also see this in 1.02+ as well. 

     

    There are other ways we might explore if this turns out to be an unpopular change. However, because this makes a T3 more vulnerable to Firehawks and other dedicated anti-building weapons we have made them more survivable without bringing them to the same HP level such as ConYards or Superweapons (20.000).

    GDI Factions

    • (Zone) Shatterers: Reworked how the unit deals splash damage.
      • Deals full damage to targets hit directly to the beam
      • Deals half damage to units adjacent to the beam. 
      • Increased overall splash radius 15 🠆 75.
      • Increased range 300 🠆 320.
      • Also improved turn radius.
      • Increased damage taken by Cannons  100% 🠆 125%.
      • Shatterer Specifics:
        • Lowered cost by 1400$  🠆 1300$..
        • Increased speed  55 🠆 60.
        • Lowered damage 785 🠆 600.
      • Zone Shatterer:
        • Lowered cost by 1500$  🠆 1400$.
        • Lowered damage 825🠆 800.

     

    Remarks on the Shatterer: The Shatterer is an interesting but hyper specialized unit. These changes are an exploration in turning it into of a more damage-dealing somewhat similar to the Juggernaught. Why? Because overall GDI has many frontline tanks that can absorb much damage and we believe it would reward micro and positioning if GDI has access to a proper backline unit with a higher skill ceiling that has counter play. We might experiment further to get this right or revert the changes if this turns out to be a failure. But our goal is to give GDI players some more dynamic possibilities with their play.

    Steel Talons

    • Talon: Shrank hitbox to make maneuvering around buildings easier

    ZOCOM

    • Improved several of their portraits.

    Renegades

    • Militant: TBD

     

    Download this version
  • 26.09.5 Sep 18, 2026
    Changelog:

    Patchlog Version 26.09

    Main balancing document: Link

    All Factions

    • Changed various description bugs.
    • Mutant Hovel: Rebalanced the new “Iron Maiden” Forgotten unit.

    GDI Factions

    On several spots, their Gun-arsenal was overperforming. This robbed other factions of potential soft counters, and simply made a core arsenal of GDI too versatile, forcing others into Hard Counters alone.

     

    • (Zone) Shatterers: Reworked how the unit deals splash damage.
      • Deals full damage to targets hit directly to the beam
      • Deals half damage to units adjacent to the beam. 
      • Increased overall splash radius
      • Also improved turn radius.
    • Riflemen: Removed +25% damage to infantry after AP Ammo
    • APCs: Receive slightly more damage from Gun type weapons
      • Lowered Gun damage reduction 30% 🠆 35% (vanilla was 50%)
    • Rig: Increased speed 67 🠆 75 (same as base game)
    • Orca Strike: Fixed hit detection by adding a splash area of 40 (compared to the 60 of ZOCOM').
    • Mammoths:
      • Shrank collision box slightly.
      • Increased Railgun range 330 🠆 340.

    Steel Talons

    • Mutant Mercenaries:
      • Increased cost 400$ 🠆 500$. 
      • Increased health 150 🠆 180.
      • Altered upgraded damage profile to be slightly: Less effective against infantry but more effective against light vehicles.
    • Sandstorm:Fixed collision box to avoid physical stacking
    • Firestorm Troopers: Increased stimpack recharge time 30s 🠆 60s.
    • Railgun Accelerators: Slightly increases range of affected units by +10%.
    • Behemoths: Fixed XP requirements and XP award when killed
      (it still had the Juggernaught profile).

    RRF

    • Bulldog:Improved DPS by increasing clip size 7 🠆 10
      (this is the amount of shots before it needs to reload).

    ZOCOM

    • ZOCOM Grenadiers:Fixed Field Suits Grenadiers Armor
      • Field Suits made Grenadiers weaker against Sniper damage.
        Base armor is 75%, upgraded was 100%, now it is 50% when upgraded.
      • Field Suits made Grenadiers overly powerful against Grenade damage units. Changed damage taken from Grenade type damage: 50% 🠆 75%
    • Red Arrow: Repair Pod ability is now available from the start.

    All Nod

    • Tiberium Vein Detonation: Fixed the bug where the ability would consume the power cost twice.
    • Reckoner: Added a “Rangefinder” weapon to keep distance from enemies when A-moving and not wander deep into enemy territory.
    • Black Hand: Increased damage taken by Grenade weapons 60% 🠆 70%..

    Renegades

    • Flame Tanks: Added visual bug that Dozer Blades were not shown after purchase.
    • Avatar: Lowered the damage to infantry when upgraded with Red Mercury
      • Damage per Tick: 20 🠆 10.
      • Splash Area: 30 🠆 25.
    • Desolator: Changed damage type of Radiation Field to Gun (was Sniper). This is now identical to the Avatar.
    • Scorpion Tank: Improved weapon when upgraded
      • Increased Laser range 270 🠆 275.
      • Increased rate of fire by roughly 15%.
    • Militant: 
      • Increased health per member 55 🠆 60.
      • Improved DPS by increasing clip size 7 🠆 10
        (this is the amount of shots before it needs to reload).
    • Dawnbringer Device: Lowered health 4500 🠆 2400.
    • Nuclear Component: Lowered damage done to Tiberium 100% 🠆 25%.

    Black Hand

    • Energy Signature Scan: Lowered cost 500$ 🠆 300$.

    Marked of Kane

    • Drone Buggy: 
      • Lowered rate of fire by roughly 10%.
      • Increased repair drone speed 120 🠆 130 (Drone Buggy speed is 120).
      • Slightly lowered the repair rate. This makes repairing low-HP units less effective by 30% and high HP units by 15%.
    • Drone Buggy Upgrade: 
      • Increased research cost 1000$  🠆 1500$.
      • Increased research time 30s  🠆 45s.
    • Mantis Drone: 
      • Increased damage taken by Grenade type weapons 30%  🠆 45%.
      • Increased damage taken by Gun type weapons 25%  🠆 35%.
    • Cybernetic Legs: Lowered Armor increase 25% 🠆 18%
    • The Reapers: Lowered health 335 🠆 320.

    All Scrin

    • Tiberium Vibration Scan: Lowered cost 500$ 🠆 300$.
    • Tripods: Fixed rear Laser range. It had a range of 335 while other lasers had 350.
    • Growth Accelerator/Stimulator: Changed durability to avoid one-shots by Orca Strikes
      • Increased health 2400 🠆 3000.
      • Increased damage taken by Cannon type weapons 75% 🠆 100%..
      • Lowered damage taken by Rocket type weapons 75% 🠆 70%.
    • Leeches:Reworked the attack
      • Increased splash radius 6 🠆 10.
      • Lowered damage and rate of fire.
    • Disintegrators:
      • Fixed crush level. They cannot be run over by light vehicles such as Pitbulls.
      • Lowered health 96 🠆 84.
      • Increased damage taken by Grenade type weapons 75% 🠆 100%.
      • Note: Other abilities will make up a potential weakness in the early game of Reaper-17 or Messenger-8 if necessary.
    • Mechapedes: 
      • Added scatter to Disk segments against ground targets.
      • Lowered damage of Disk weapons to ground targets 100% 🠆 50%
      • Lowered segment health 1000 🠆 720
      • Increased damage taken by Rocket, Grenade and Gun type weapons
    • Stasis Shields: 
      • Added initial 3 seconds delay along with visual indicator
      • Lowered cost 2500$ 🠆 2000$ (same as vanilla)
      • Increased duration 18s 🠆 20s  (same as vanilla)
      • Lowered recharge time 6m 🠆 5m
    • Buzzer Swarm: 
      • Added initial 3 seconds delay along with visual indicator.
    • Phase Field:
      • Units under the effect of Phase Field can no longer be attacked (This prevents “phase tanking”).
      • Increased duration 10s 🠆 20s.

    Reaper-17

    • Infestation Spores: 
      • Lowered cost 1500$ 🠆 500$
      • Lowered research time 60s 🠆 15s.
    • Shardling: Removed ranged weapon when garrisoned.
    • Corrupter: Fixed description for “Corroder” mutation. It stated a speed increase which was not the case.

    Traveler-59

    • Hexapods: Added unique garrisons for Mindphasers and Agonizers
    • Prismatic Focusing Arrays:
      • Increased cost 1500$ 🠆 2000$
      • Increased research time 45s 🠆 60s.
      • Increases range of Annihilator Tripods 350 🠆 365.
      • Increases range of Disintegrators 210 🠆 230.
    • Agonizers: Lowered cost 700$ 🠆 600$.
    • Mindphaser:
      • Increased damage to targets hit by the beam directly 75 🠆 200.
      • Increased damage to targets outside the beam 75 🠆 50.
      • Lowered damage against structures 300 🠆 200.
      • Increased overall splash radius 10 🠆 15.
      • Note: The unit is intended to kill low-tier enemies with their splash attack, but most not be able to deal with Black Hand or Grenadier squads overly easily.
    • Neuroparasite Swarm:
      • Increased passive buff area 360 🠆 400.
      • Removed buff to armor to units within the passive (was +35%).
      • Added buff to rate of fire to units within the passive (is +35%).
    Download this version

Responses

  1. my favourite mod for KW.
    1) at 20th March 2025 the mod is not fully supported with the latest (2025) patch. I suggest to revert back to the previous version: just renaming the file CNC3EP1_english_1.3.SkuDef in the installation folder.

    2) I play it with the SageMetaTool (SMT) that enable 60fps (https://www.patreon.com/posts/53702342) without any problem.

    3) for details about factions modifications there is a nice pdf (somewhat not included in the download). You can find it here: https://kaneswrath.com/wp-content/uploads/2023/08/One-Vision-Mod-Guide-GDI-Factions.pdf

    byeeee

  2. I’ve already played version 0.95 and everything worked great. After installing the current version v24.10e3, I get overrun by the enemy within 5 minutes at the latest. They can build and train units instantly. Is this intentional and/or is there a way to change it?

    Thanks,
    SaPaule

      1. Thank you for the quick response.
        I’ve already set the opponent’s handicap to 100%. Yet he can still build everything instantly and train troops immediately. His income per minute is 85,000. A match doesn’t last much longer than five minutes this way.

        1. Giving the AI handicap makes it stronger. i believe in this patch you should give yourself handicap to make you stronger. So dont give ai 95% handicap leave it at 0%

          Handicap will give you a money boost and i believe 95% also give you instand build of buildings and units

          1. Yes, thank you. Setting it to 0% did the trick. Now I can finally play properly again 🙂

            Regards,
            SaPaule

  3. A bit of a foolish question, but any shot at some arch-linux diagnosing? I was able to get it to properly install in protontricks, and it even called out my installation for using 4k and said it would deactivate the mod. Problem is, it never did deactivate on it’s own. Final state for the installer would be something like 1) 4k still is up, the main menu declares that loud and proud. 2) the map pack installs no problem, plenty of new things to play on. 3) the AI clearly is different, even on easy. I watched an easy traveler mass buzzers before it even made a single refinery, so something had to change on that front. It didn’t bankrupt itself at least. 4) No new unit types or upgrades are visible. Presumably, no unit rebalances have taken place. The mentioned new factions are not visible either, so as a whole the new content seems to be a bust.

    Tried troubleshooting as the docs outlined for manual installation already, made a different folder in the faux C that the compat environment works in to pull from. No changes good or bad at least. Feel like I’m up a creek at this point, I’d love to see the new modded changes though.