Bestof81 Skrevet 3. desember 2008 Del Skrevet 3. desember 2008 Du kan prøve å bygge infiltratoren til empire: the Ninja thing... Den er effektiv mot infanteri:) Lenke til kommentar
abraxa Skrevet 4. desember 2008 Del Skrevet 4. desember 2008 Bygg en variert hær, og så anngriper du basen hans med Shoguns eller Wave Force Artillery som utranger rakettfolket. Sørg bare for å ha nok støtteenheter som kan forsvare artilleriet ditt. Se også Gamereplays.org, de har mye taktikkprat og et "Tip Discussion forum" som ligger under "General discussion", med writeups på de fleste enheter. Ellers kan du sjekke ut RA3-wikien. Lenke til kommentar
sakkosekken Skrevet 4. desember 2008 Del Skrevet 4. desember 2008 Da er RA3 oppdatert Lenke til kommentar
fugletiteren Skrevet 4. desember 2008 Del Skrevet 4. desember 2008 Da er RA3 oppdatert hva er oppdateringen fornoe? hva gjør den?* Lenke til kommentar
24355trfgdfgdf Skrevet 4. desember 2008 Del Skrevet 4. desember 2008 Da er RA3 oppdatert hva er oppdateringen fornoe? hva gjør den?* Lager mer bugs . Lenke til kommentar
Nitrius Skrevet 4. desember 2008 Del Skrevet 4. desember 2008 (endret) Ja vel? Har ikke støtt på noe enda, og de fleste, ifølge det offisielle forumet, er glad for patch 1.05. Patch note: OBS: Mye tekst. ========================================================Command & Conquer Red Alert 3 Version 1.05 Patch Notes - December, 2008 ======================================================== This patch for Command & Conquer Red Alert 3 fixes several exploits and bugs, improves balance, provides assorted user interface enhancements, and more. <Balance Changes> · During Skirmish and Multiplayer games, Engineers will now take several seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. · Reduced the power requirement for the Empire of the Rising Sun Refinery from 55 to 50. · Reduced the cost of the Allied Harvester from 1400 to 1000. · The Allied Refinery's sell price has been increased from 300 to 500. · The Vindicator should now do 50% less damage versus Empire of the Rising Sun Cores. · The Mecha Tengu's anti-air weapon damage has been increased from 15 to 23. · The Vindicator and Century Bomber will now properly receive the additional ammo if grounded when Advanced Aeronautics is purchased. · Units in aggressive stance will now auto-acquire enemy Tank Busters in their spider holes. · Fixed an exploit where players could get two infantry units out of a Power Plant when selling it. · Construction Yards will now spawn an Engineer when destroyed. · Construction Yards will now spawn an Engineer when sold on the water. · Akula Subs will now be much easier to target as they surface to fire. · The Soviet Ore Collector now has a proper cooldown time on its secondary ability. · The Soviet Super Reactor will now damage aircraft when destroyed · Fixed a bug where the Hammer Tank was not receiving a damage increase on its Leech Beam after attaining veterancy. · The King Oni will now perform a melee attack when attacking enemies nearby, which will also cause meta-damage to infantry. · Fixed a bug where Hospitals were not healing infantry units garrisoned inside vehicles. · The Shogun will now properly fire all of its laser cannons when automatically attacking structures in aggressive stance. · The Hammer Tank will now receive health when using its Leech Beam against an enemy that has Point Defense Drones. · Fixed an exploit where players could get the Sky-wing to land on dry land. · The map reveal from Observation Posts is no longer obstructed by various terrain heights. · Engineers targeted with Cash Bounty will no longer provide funds when the engineer captures a structure. · The Apocalypse Tank can now properly change targets when using its Magnetic Harpoon ability. · Fixed an exploit where the Javelin Soldier could remain fully locked onto their target even after moving. · Fixed a bug where the Terror Drone would maintain its Stasis Ray even though it switched to Dismantler Claws. · Fixed an exploit where players could create more than 4 docking aircraft per airfield or airbase. · Fixed an exploit where players could change faction right before the game countdown finished. · Fixed an exploit where players could disconnect from games and still gain benefits to their record. · In 2v2 team games, teammates will always start next to each other. · Fixed exploits where the starting game countdown wouldn't stop if a player changed game parameters in the final second. <User Interface Enhancements> · Added several Co-op lobbies to the lobby list. · Added the ability to see a player's stats in the online lobbies. By hovering over a player's name, this will display a summary of that player's wins, losses, and rank. · Vertical sliders in the menus can now be scrolled using the mouse wheel. · Added the Broadcast option under the Rules Tab for Custom online matches. · When players change map size in the game setup screen, the appropriate number of slots will be opened. · The custom match lobby list will now display icons for Clan, VOIP, Custom Map, and Passworded games in the Status column. · Added the proper Observer panel when observing online matches. · Added the ability to Whisper to players in different lobbies. · Players can now see Whispers while in the Game Setup screen of an online match. · The host of a Co-op campaign match will now receive a notification when they send an invite to other players. · When editing hotkeys or VOIP settings, they will now only be changed for the current active profile. · The player will no longer be kicked back to the main menu after entering an incorrect password for an online game. · At least two extra mouse buttons can now be assigned to commands in the Custom Hotkeys screen. · Added a visual indicator in-game to display whether a player is using Team or Global VOIP chat. · Players will now receive a message that the lobby is full when attempting to join a full lobby. · Added a refresh button onto the custom match lobby screen. · Added more details into the invite request a player has received. <Bug Fixes> · Fixed a bug where Burst Drones were not inflicting damage when activating their secondary ability before attaching to a vehicle. · Fixed a bug where the progress bar for structures was not displaying when their production was paused. · Fixed a bug where the Terror Drones were receiving a garrison cursor when hovering over civilian buildings in the shroud. · If the Stingray uses its secondary ability on water and then moves onto land, the ability button will now properly display the cooldown time. · Fixed a bug where corrupted graphics would display when issuing Planning Mode commands extremely close to the selected unit. · Fixed a bug where Spies would retain the Tesla effect after using Bribe while disguised as a Tesla Trooper. · The Mission Menu map will now properly display bridges. · The Riptide ACV will now properly fire its torpedoes when force firing in the water. · A Terror Drone will now properly grey out the unpack command of an enemy unit affected by the Stasis Ray. · Fixed a bug where units would potentially warp when being disengaged from an enemy Apocalypse Tank's magnetic harpoon. · A Reverse Move command will no longer be cancelled when a non-movement secondary ability is toggled midway through the move command. · Fixed a bug where the King Oni wouldn't do any damage with its Bull Rush if used before reaching its build waypoint. · Empire of the Rising Sun vehicles can no longer transform through bridges. · Fixed a bug where Empire of the Rising Sun cores were not unpacking if the player saved a game while the core was moving to its destination. · Fixed a bug where hosting or joining a multiplayer match was causing your VOIP settings to default to Voice-Activated. · Fixed a bug where VOIP settings were being set back to default after finishing a game. · Torpedoes will no longer follow amphibious units onto land. · Fixed a bug where the Twinblade would sometimes go underground when attempting to pick up passengers. · Fixed a bug where the Terror Drone would sometimes have difficulty garrisoning inside a Twinblade. · Fixed stability issues with joining, leaving, and re-joining network games. · The research of Heightened and Max Clearance can now be continued after being paused. · Twinblades will no longer be damaged when picking up a vehicle infected with a Terror Drone. · Fixed an issue where aircraft would go underground when landing at their airfield or airbase. · The Apocalypse Tank will now display its grinder effects on Medium and lower LOD · Fixed a bug where your Co-commander's MCV would sometimes fail to unpack after destroying the Tesla Coils in mission Allied 03. · Fixed a desync for when an observer toggled between players in an online match. <Other Changes> · Added DRM Deauthorization into both the launcher and Options menu in-game. Clicking the "Deauthorize" button will deauthorize the computer from playing Red Alert 3, allowing players to run the game on a different computer. Restarting the game on the original computer will reauthorize Red Alert 3 on that machine. · Added status pips for units being healed by Hospitals. · The Bullfrog can now target an area for passengers to be ejected even if that area is currently out of range. · After the Free Trade power is purchased, additional numbers will now display from refineries indicating the power's benefit. · Infantry will now play a meta-impact animation when hit with V4 rockets. · Tanya will now receive a C4 cursor when hovering over enemy vehicles and ships. · The Chrono Rift/Chasm/Fissure powers have had their portraits updated to better reflect the functionality of the powers. · Commando units will no longer receive a garrison cursor when hovering over Ore Nodes and tech structures under the fog-of-war. · Chrono Rifted units can now be selected by control group number after warping back in. · Valid structures will now receive a rally point mouse cursor when hovering over bridges. · Conscripts, Peacekeepers, and Imperial Warriors will now receive a counter-garrison cursor when hovering over valid civilian structure targets. · The Yari Mini-Sub will now reliably hit Yuriko with its secondary kamikaze ability. · Added Ammo Pips for respective units into their portrait. · Units with the disguise ability will now display a unique disguise cursor when hovering over valid disguise targets. · Burst Drones that are attached to units will now show up on the mini-map. · Vehicles that have been pilot sniped can now be crushed appropriately. · Added a sound effect for placing camera bookmarks. · Added a sound effect for the game countdown timer · Added Victory/Defeat music to the end of a multiplayer match. · Improvements to how stats are tabulated in the post-game summary. · Improved the overall AI management of Harvesters. · Improved the push-to-talk functionality of VOIP while playing a Co-op campaign mission. · Power Plants will now turn dark when infiltrated by an enemy unit. · The Athena Cannon will now receive unique firing FX when it achieves Heroic veterancy. · The Dolphin will now receive unique firing FX when it achieves Heroic veterancy. · The Striker VX will now receive unique firing FX when it achieves Heroic Veterancy. · The Sky-wing will receive unique firing effects when it achieves Heroic Veterancy. · The wrench repair icon will now display on structures that are being repaired by your co-commander. · Infantry units will now correctly evacuate from a transport vehicle that has been pilot sniped by Natasha. · Replays will now provide users with a Telestrator. · Added descriptive text for the "Destroy the Generators" bonus objective in campaign mission Allied 05. · Added an extra health bar to the Athena Cannon to indicate the strength of its shield and/or point defense drones. · The first unit selected for Chrono Swap will now have an icon denoting its selection. · Infantry units will now fall to the ground when killed while parachuting. · Expanded the variety of animations for Yuriko Omega. · Added several people to the game's credits. · Fixed various typos and made certain dialog messages more clear. · Various other bug fixes. Endret 4. desember 2008 av Nitrius Lenke til kommentar
Überadri Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Lenke til kommentar
Bestof81 Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Støtter den:) Lenke til kommentar
fugletiteren Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 når kommer at man kan lage baner da? noen sa det kommer snart(?) Lenke til kommentar
Nitrius Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 Den er ute den. WorldBuilder. Kan lastes ned herifra: http://www.commandandconquer.com/portal/si...000100d2c0aRCRD Lenke til kommentar
fugletiteren Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 Den er ute den. WorldBuilder. Kan lastes ned herifra: http://www.commandandconquer.com/portal/si...000100d2c0aRCRD funker den bra eller er den litt dårlig, vanskelig osv? hva syntes du/dere? Lenke til kommentar
Nitrius Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 (endret) Tja, har ikke prøvd den så mye, er verken lett eller vanskelig, noe midt i mellom. Men er vel ikke det mest brukervennlige verktøyet jeg har vært borti. Men er ikke vansklig å bare få lagd en bane, men å lage en bra en derimot, er nok verre. Endret 5. desember 2008 av Nitrius Lenke til kommentar
fugletiteren Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 Tja, har ikke prøvd den så mye, er verken lett eller vanskelig, noe midt i mellom. Men er vel ikke det mest brukervennlige verktøyet jeg har vært borti. Men er ikke vansklig å bare få lagd en bane, men å lage en bra en derimot, er nok verre. men det er sån rute som er over 5/6 av det vidu du lager banen på, men den kan ikke lukes eller flytes på. noen som vet? Lenke til kommentar
fugletiteren Skrevet 5. desember 2008 Del Skrevet 5. desember 2008 problemet er løst! men hvor finner jeg baer andre har lagd`? Lenke til kommentar
Nitrius Skrevet 6. desember 2008 Del Skrevet 6. desember 2008 problemet er løst!men hvor finner jeg baer andre har lagd`? Si det, de ligger vel litt overalt, er vel ikke fryktelig mange baner som har blitt lagd enda. Men som en start, kan du vel ta en titt her: http://forums.commandandconquer.com/jforum...ms/show/26.page Lenke til kommentar
karl-wilhelm Skrevet 6. desember 2008 Del Skrevet 6. desember 2008 Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Støtter den:) Dette er en nerf jeg ikke støtter... Har alltid vært slik at engineer tar over bygningen asap. Hvorfor endrer de på noe sånt? Altså har fienden greid å få units midt i basen din da fortjener du å tape punktum Lenke til kommentar
Richard_S Skrevet 6. desember 2008 Del Skrevet 6. desember 2008 Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Støtter den:) Dette er en nerf jeg ikke støtter... Har alltid vært slik at engineer tar over bygningen asap. Hvorfor endrer de på noe sånt? Altså har fienden greid å få units midt i basen din da fortjener du å tape punktum Det å ta over en bygning med en gang en enkelt enhet kommer bort til den er noe imba. Jeg personlig syns generals modell fungerte bra, og forsåvidt red alert 1 sin (hvor bygningen ikke kunne være hel, hvis jeg husker riktig) Lenke til kommentar
karl-wilhelm Skrevet 6. desember 2008 Del Skrevet 6. desember 2008 (endret) Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Støtter den:) Dette er en nerf jeg ikke støtter... Har alltid vært slik at engineer tar over bygningen asap. Hvorfor endrer de på noe sånt? Altså har fienden greid å få units midt i basen din da fortjener du å tape punktum Det å ta over en bygning med en gang en enkelt enhet kommer bort til den er noe imba. Jeg personlig syns generals modell fungerte bra, og forsåvidt red alert 1 sin (hvor bygningen ikke kunne være hel, hvis jeg husker riktig) Vel Tanya kan instant sprenge byggningen, Natasha er gangske kjapp hun også. Jeg er veldig enig i at det er imba, men er jo ikke direkte vanskelig og stoppe en engineer... eller en eller annen transport enhet. Endret 6. desember 2008 av karl-wilhelm Lenke til kommentar
zeox Skrevet 6. desember 2008 Del Skrevet 6. desember 2008 Hvordan er matchmaking nå? Lenke til kommentar
Whalecore Skrevet 9. desember 2008 Del Skrevet 9. desember 2008 Den gjør en del balance changes og bugfixes, og forbedrer multiplayer menyen. Var digg. · During Skirmish and Multiplayer games, Engineers will now takeseveral seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack. Takk Støtter den:) Dette er en nerf jeg ikke støtter... Har alltid vært slik at engineer tar over bygningen asap. Hvorfor endrer de på noe sånt? Altså har fienden greid å få units midt i basen din da fortjener du å tape punktum Det å ta over en bygning med en gang en enkelt enhet kommer bort til den er noe imba. Jeg personlig syns generals modell fungerte bra, og forsåvidt red alert 1 sin (hvor bygningen ikke kunne være hel, hvis jeg husker riktig) Vel Tanya kan instant sprenge byggningen, Natasha er gangske kjapp hun også. Jeg er veldig enig i at det er imba, men er jo ikke direkte vanskelig og stoppe en engineer... eller en eller annen transport enhet. Natasha og Tanya er tier 3. Det betyr at du må bruke evig mye ressurser for å komme få dem. Engineers derimot, er tier 1. Og problemet med dem oppstod bare helt i begynnelsen av et game, før det var særlig mange units på banen. IFV er en av de raskeste enhetene i spillet, og det er ikke særlig vanskelig å få en inn i fienden sin base. Lenke til kommentar
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