Поскольку не вижу топиков посвященных модам для C&C3 видимо придется лепить здесь.
Я собственно сварил мод для C&C3: Tiberium Wars (предназначен для игры версии 1.09).
Заранее извиняюсь что весь мой ридми на англ языке просто постил на офф форуме а обратно весь текст переводить лень, так что извините уж. Файл небольшой - 2 метра всего, кому интересно качайте на здоровье. Неплохо было бы также выслушать предложения и отклики по моду, можно по почте или прям тут.
Собственно если вкратце, сам мод я задумал с целью несколько разнообразить игровой процесс, особенно при игре на больших картах, увеличить дифферинцирование между техническими уровнями 1 2 и 3 и сделать раш чуть менее решающим а игру чуть более вдумчивой. В игре есть несколько новых юнитов а у некоторых старых появились новые спецспособности. Остальное почитаете собственно в ридми а лучше посмотрите на практике
По установке:
Инсталлятор должен автоматически выбрать нужную папку и сам записать туда файлы, однако может оказаться что в русской локализации само название папки в моих документах переведено, так как у меня у самого англ версия и я не могу проверить (буквально может быть написано Command and Conquer 3: Тибериумные Войны вместо Tiberium Wars). если это так ткните Browse и укажите правльное место.
Для XP это C:\Documents and Settings\[Название учетной записи]\My Documents\Command & Conquer 3 Tiberium Wars\mods
Для Висты: C:\Users\[Название учетной записи]\Documents\Command & Conquer 3 Tiberium Wars\mods
Для запуска мода необходим установленный патч 1.09.
Если патч стоит запускаете Autorun DVD диска (вручную - autorun.exe). В появившемся окне жмете "Game Browser", потом закладку "Mods", выбираете "Lockdown" и жмете "Launch Game". По русски все это видимо соответственно "Выбор игры", "Моды", "Lockdown" и "Запуск игры".
Ссылки на скачку внизу, жду комментариев =).
Далее мой ридми на английском
C&C 3: Tiberium Wars
Lockdown Mod (by Steiner)
V 0.75 (Beta)
02 June 2008
Installation:
The mod doesnt change any of the original game files in any way, that means that at any time you can launch either mod or the original game to play online without much effort.
The mod supports multiplayer as well if the other party has it.
To install this mod simply run the installer and it should detect the correct folder automatically and copy files there (tested under Vista only).
If for some reason it doesnt (for example if you have a localized copy of the game the "Tiberium Wars" part of its title is usually transtlated into your national language and so are the folders it makes in your Documents folder), push the Browse button and choose the correct location.
The correct location under Vista is:
C:\Users\[Name of your User Account]\Documents\Command & Conquer 3 Tiberium Wars\mods
For XP it is located in your "My Documents" folder as well.
Running the mod:
To run the mod simply insert your game DVD and let the autorun window to pop up (or run it manually from DVD - autorun.exe)
In the autorun push "Game Browser", then "Mods" tab, select mod "Lockdown" and push "Launch Game".
The Mod:
This mod was intended as a major gameplay tweak. The original game is very fast paced and has a fierce meat grinder style, for this mod this is still true on smaller maps. However larger maps in my mod may provide an extended gameplay and a better territory control and tech superiority approach as well as several new units (based on existing designs though).
The general outline of the changes:
Basic infantry has become more abundant and has a better damage to cost ratio then before, its vulnerability to attacks mostly didn't change though.
Vehicles and especially stationary defenses benefit from extended weapon range, stationary defense performance and armor overall increased making it more viable against the early rush tactics.
Tier 2 and tier 3 technology is more difficult to access and much more expensive to construct, however its performance is great making those units candidates for good micromanagement and making them an important tool against turtling players, some of them have also got additional special powers.
Some common sense changes: armor differentiation for armored (and unarmored) vehicles is made more significant. That means that tanks and apcs-buggies-mutated cockroaches are better armored in the front than from the sides and rear, bikes are especially vulnerable from the sides, vehicles with glass cockpits in the front are more vulnerable in the front (harvesters, pitbull), avatars are better protected from the sides, etc.
Differentiation between tier 1 and 3 units is much higher than it was in the original game.
The incomplete list of changes and new features:
GDI:
Lightninghawk - air superiority fighter/interceptor, with an antiair or mixed weapon loadout.
Light Orca - scouting/support aircraft armed with 20mm rotary autocannon.
Pitbull - antiair range and damage increased, no changes for ground engagements (mortar range increased though), cost increased.
Predator Tank - railgun upgrade is more effective: better damage and range and slightly more suitable vs infantry, no other changes.
Mammoth Tank - the most heavily armored ground vehicle, weapon range and damage increased (especially with the upgrade), self repair (prety slow though), cost and construction time doubled.
Riflemen - come in pack of 8, same price.
Rocket Squad - come in pack of 4, price 550, however each squad member has now only 50% of hitpoints so the total amount of hitpoints is the same (had kinda superman hitpoints for some reason in the original).
Zone Troopers - come in the same amount, but have higher armor, especially against sniper attacks, better firing range and a changed structure of their damage, making them more effective vs heavy infantry, like black hands, shock troopers and themselves. Increased cost and production time though.
Commando - pulse rifle attachment to shut down a single vehicle or structure for a short time, increased price.
Orca - 2 weapon loadouts - either guided antivehicle missiles or the unguided rocket pack.
Firehawk - can release its bombs from increased range, bomb damage is increased, stratofighter upgrade adds slightly more speed. Increased cost and production time.
Juggernaut - slightly increased firing range, increased hitpoints as well as cost and production time.
Bunker - structure can be constructed as a defensive building (watch out for the flame tanks though =) ).
And other tweaks.
NOD:
Loyalist (Confessor) officer squad equipped with heavy machineguns and hand grenades, maximum of 5 squads, price 1350.
Reconnaisance Bike - a faster bike useful for scouting. Has stealth capability while stationary and an anti infrared target lock jammer, unarmed
Attack bike - antiair range and damage increased, no change vs ground targets.
Shadow Squad - can spot for aerial missile bombardment, shadows called by a special ability are deployed as elite.
Stealth Tank - can withstand more damage now, missiles are launched in a more rapid manner and with higher devastating and splash damage effect, +2 missiles per attack, range increased slightly, can use aerial missile bombardment targeted by shadow squad. Ability has limited range.
Militant Squad - come in the pack of 12 same price.
Rocket Militants - come in pack of 4, price 550, however each squad member has now only 50% of hitpoints.
Scorpion Tank - weapon upgrade is more effective and has better range. Laser capacitor cannon has slower rate of fire than it used to but the tank keeps its front cannon after the upgrade.
Avatar - has a more powerful laser with better range, unguided antiground rockets are added as a supplementary weapon by default, flamer upgrade range extended. Heavier armor, has a price of 4100, production time increased.
And other tweaks.
Scrin:
Razor drone squad - comes in pack of 7, firing range significantly increased, damage to infantry increased, price 550.
Shock troopers - damage structure changed making them more effective vs infantry and heavy infantry, thus making them more versatile.
Stormrider - better armor and a much more effective primary weapon, now firing in short bursts of 3. Primary plasma cannon can now be charged at a landing pad to release a heavy suppressing burst vs ground targets. However after its out of energy for charged burst the spacecraft tends to automatically return to landing zone for recharge, so if you want to keep it in the air and firing its better to set it to attack stance and control manually. Cost and production time almost doubled.
Annihilator Tripod - higher damage output, range, hitpoints and armor. Price 4550, increased production time.
Devastator Warship - much better hitpoints and shielding, slightly increased main weapon damage. Increased cost and production time. Slow self repair. Increased cost and production time.
Planetary Assault Carrier - is now even more devastating weapon of mass destruction. Much better hitpoints and shielding. Better sight range and interceptor release range. Interceptors have a higher rate of fire and are replaced faster after being shot down. Slow self repair. Quite expensive and slowly produced toy though.
Also note that both Devastator and Carrier are now more resilient to small caliber weapons damage (Light Orca, Venom, APC, Buggy, GDI AA battery) and to stop them missiles are much more preferable.
And other tweaks.
"And other tweaks" means that there are other balance changes mostly concerning weapon ranges for vehicles and stationary defense as well as some armor changes all of which are difficult and unnecessary to outline. I consider this mod to be not too bad balanced after all cause i have tested it with my friends in multiplayer, however extensive testing by other players may prove that it's not entirely true =), feedback is welcome and appreciated.
This is still beta of course and there are many ideas which i haven't implemented yet.
If you have any suggestions or comments or wishes or just any kind of feedback concerning this mod i would be pleased if you write to this adress:
Steinerinc@gmail.com
MSN account is steinerinc@hotmail.com
Версия обновлена до 0.76 учтены пожелания высказавшихся
Filefront link for 0.76:
http://hosted.filefront.com/Steinerrrcncforums.com link:
http://www.cncforums.com/new/local_links.p...d=86&id=394rapidshare.de link:
http://rapidshare.de/files/39605797/LockdownV0.76.exe.html Direct download mirror: (скорость меньше но не надо ничего тыкать, захостено на моем собственном компе)
http://220.244.36.233:81/C%26C3/LockdownV0.76.exe