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CnC3: Professional Released 07/09/07, enjoy NOW ^^

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# 1jujusback4you Sep 7 2007, 22:56 PM
Welcome to CnC3Pro. A professionally designed modification of CnC3 bringing massive improvements over the original product. Remember that this is ALPHA and thus Gameplay comes before Balance - its better to balance great gameplay rather than balance a poorly made game. This mod was named in honour of Dawn of War Pro and ETPro before it.

The harvester payload change decreases economy by roughly 25% overall, as well as creating a more fluid economy, promoting harrasment strategies & map control.

Currently we are doing obvious imbalances first and major gameplay improvements; upon hitting BETA we will go into a massive imbalance hunt. In summary, these are:

1) Improved micromanagement opportunities - increased rewards, esp flanking/countersystem/positional tactics.
2) Reduced spam - less units due to decreased economy means more micro per unit & the overall reward is greater.
3) Improved unit mixing in your army composition. Each Tier will be slightly longer optionally with more options per Tier, thus allowing greater variety. Note that overall gametime will not be changed - increased Micromanagement/Countering means games can actually end faster with out-playing.
4) Improved & strenghtened counter system - anything can be countered cost effectively.
5) Improved harrasment opportunities in every Tier. Promotes aggressive strategies to a greater extent.
6) Reworked flaws in each army, adding new depth.
7) No unit redundancy - everything works - variety of options.
8) Nonlinear gameplay - less build order affected and more adaptable gameplay.
9) Improved abilities/power's have been analysed in-depth & balanced.
10) Economy is now balanced for each army - Risk vs Reward gameplay. The game is now balanced around Economy to a greater extent than Tiering. Tiering grants new options, new abilities and slightly more powerful units for cost, but not to the extent where a Tier 3 annihilates a Tier 2 army as an example.
11) Massive bug fixes across the board - including undiscovered bugs in the original product - especially targetting issues with certain units making them unusuable.
12) Late Tier allows harrasment/guirella strategies - not just Steamroll tactics!
13) Detection Improvement – less units detect & are more specialised as recon units
Future changes:

1) Major Stealth & Detection Rework.
2) Total removal of Build Order 1 > Build Order 2. We have significantly improved this already - due to strenghtened counter system and other changes making scouting ideal, but this is not sharpely complete.
3) Veterancy Rework - converted to the Zero Hour veterancy system - thus promoting keeping your units alive for maximum damage via increased reward.


Credits:

MrJuju4u – Primary Coder, Website Designer, Organizer, Bug Tester & Zero Hour Expert.
TehVaMpYrE – Gameplay & Design Developer, Secondary coder, Writer & Dawn of War Expert.

Install note: decompress this file on your mod directory folder and launch the mod with the 'center control'. This mod will NEVER kill your original file. If you encounter prob go there NOW:
http://www.gamereplays.org/community/index...howtopic=283120

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GLobal gameplay changes.

• Armour value change - Flank takes 150% from 110%, Rear takes 200%, from 150%, exceptions are Pitbull/APC/Buggy, Mammoth, Avatar warmech where they take only 125% flank, 150% rear; Tripod, Stormrider, Attack Bike, All infantry, Rig/Battlebase.

• Tib green 1200$ Tib blue 2000$, all harvester are more vulnerable. This is effectively a 25% decrease in total economy excluding eco affected by economyboom builds.

• Call for transport price reduced to 150$ - now deploys faster.

• NOD & GDI siege unit gained extra range, juggernaught & beamcannon now have 600 range, from 500.

• All MCVs now cost 4000. MCV provides 20 power, instead of 10.

• All Super Weapons load in 5 minutes.

• All Outposts now are 30% cheaper to 1000, from 1500.

• All cranes have 2,000 health. This promotes harras in every matchup.

• Save engine allow 3000$ bank without any building but now refenery can't save money, only silo have a 2000$ capacity, they gain hp buff

• All AA Turrets for each faction now has increased range (500 range from 450 )

• Refinery / warfactory now has 9K Hp, from 10K.

• Stealth detection tweak, only apc, nod atack bikes, venom, gunwalker, zone trooper can detect stealth. Other infantery range stealth detection nerfed to 1 from 100. Note that this may be reworked later for some units.

• Airfield come sooner in the game – Scrin Airfield is now Tier 1, requiring Refinery, and GDI/NOD’s Airfield is now Tier 1.5, requiring Warfactory.

Gdi army changes.

Sonic emitters preatack delay raise to 2s, from 1.5s.

GDIWatchTower Attack Range 360.0 (from 350).

• Gdi armory can heal 3 soldiers at time from 1.

• APC now has increased attack range to 350, from 250. APC Mine now deals 800 damage from 400, matching the NOD mind drop in effectiveness.

• Commando now jumps further (big buff) & faster (70 from 60) 2 sec delay before c4 explosion.

• Grenadier now has increased range to 250, from 150. Grenadier now explodes upon being runover. Damage has been increased to 750, from 500 per explosion. Grenade speed buffed (it does nothing to dps) but makes Grenadiers more likely to hit.

• Rig gains health increase to 3000. We plan in later release to improve healing – but we’re having coding issues.

• Ion canon animation is faster, thus fixing an exploit.

• FireHawk AntiAir payload now is 2, instead of 4 in 1.8. Damage per missile has been increased appropriately (it does nothing to dps but deal fastly the same same damage)

• Orca strike is stronger but price raise to 1000.

• Bloodhounds now drops 4 pitbulls, 2 of which are veteran, costs 3000

• Airborne_infantry now drops 4 missile infantry, 2 of which are veteran, costs 1500

• sniper from sky : 3 sniper notveteran 2800$

Sniper now has removed Pre Attack Delay, thus fixing all targetting issues that exist in CnC1.8 – making this unit now greatly effective as a counter.

Nod army changes.

• Stealth Tank now fires 2 missiles, from 10 (dps are nearly the same bu deal all dps faster), 1300$. Invisibility regain delay decrease to 1s – making this an ideal harrasment unit. This unit is now Tier 2.

• Buggy now has increased attack range to 350, from 250. EMP activates faster.

• commando now has stealth on the move, and no longer takes flanking damage. 4 sec before c4 explosion

• Fanatic price decrease to 700, from 800.

• Catalyst missile received an Area of Effect decrease to 150, from 200 and a price increase to 2000, from 1500.

• Seed Tiberium cost has been increased to 1000, from 500

• Obelisk pre atack delay removed thus allowing Obelisk to be more effective a base defence and has no targetting issues. Its reload rate has been comparitvely increased to retain DPS. Note that it still has preattack delay vs infantry due to them being smaller targets thus it needs to callibrate its lazer crystals for such targets.

• Cloak Field reduced price to 2000, from 3000. Reduced damage dealt to infantry significantly to 250, from 500.

• Flame Tank now has increased range to 150, from 100. This allows them to better counter infantry mass. Flame Tank armor buff vs rocket soldier slightly, by about 25%.

• Avatar predelay atack reduced thus making it more capable in combat. Note that the Avatar Flamer now fires properly on the move – the main lazer FoTM hasnt been fixed yet, we are working on it.

• Blackhand is now tier 1.5. They are now uncrushable. Predelay atack reduced thus allowing Fire on the Move and able to counter buzzers.

• Shadow team require comand center and is thus Tier 2., Shadow Team's explosive charge now deals 3000 damage, from 2000 – making it capable of harrasing enemy economy.

Scrin army changes.

• Devourer range increase to 360, from 350. Tiberium Enhanced beam range increased to 380.

• Gunwalker range to 350, from 250.

• Devastator warship minimal range 100. Note that this unit is now flankable.

• Tripod recieved a slight range decrease 325 now (was 350)

• Alien plasma missile battery is now 500 range, from 450, as per AA turret buff.

• 50% buff on Alien Razor Drone Death Mine to 750 damage, from 500 – thus disintegrators are now more lethal vs overrunning tanks.

• Disintegrator range increase to 150, from 100, thus allowing it to better chase down enemy vehicles that kite.

• Corrupter range to 150, from 100. Heal rate is now 150%, ergo 60heal/sec.

This post has been edited by jujusback4you: Sep 8 2007, 14:42 PM


Attached File(s)
Attached File cnc3pro.rar
Size: 117.11k
Number of downloads: 2070

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# 2avilo Sep 7 2007, 23:03 PM
thx for PM juju. If this is as awesome as the other version, I'll prob be playing it 100% after I'm done with my tournaments in current patches.



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# 3˛JAX¸ Sep 7 2007, 23:06 PM
I dont have a mod folder wacko.gif

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Game: StarCraft 2


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# 4MdK. Sep 7 2007, 23:07 PM
smile.gif Thanks for the pm m8. Mod Looks awesome. banana.gif

This post has been edited by MdK: Sep 8 2007, 10:55 AM

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# 5^Raggy- Sep 7 2007, 23:11 PM
Thank You!

You finally made the game worth playing.

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Clan: Teh Staff

Game: Dawn of War 2


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# 6TehVaMpYrE Sep 7 2007, 23:22 PM
This is a very good release, fixing alot of issues. Some things left undone due to coding issues which should be fixed soon. Next release will include indepth look at Late game and more time looked into fixing the code. This new patch promotes alot more unit mixing and options, with many units now usable due to bug fixes - like snipers.

Posts: 121

Game: Command and Conquer 3


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# 7Brother Gilburt Sep 7 2007, 23:38 PM
Looks decent, and i mostly agree with it, but you should make it take long to tech up. Whats the point of having ST's and stealth tanks at tier 2 if you can build a tech center 40 seconds later(which everyone and their dog does anymore).

QUOTE
All MCVs now cost 4000. MCV provides 20 power, instead of 10.

I see no reason why the MCV's power needs a buff. All this really helps with is keeping powerplants out of play for longer early game which is not needed. The reason MCV's everyone wanted the MCV's cost brought up was because it was already to good at what it was before. It doesn't need a buff.

QUOTE
Airfield come sooner in the game – Scrin Airfield is now Tier 1, requiring Refinery, and GDI/NOD’s Airfield is now Tier 1.5, requiring Warfactory.

Just wondering, but why?

QUOTE
• Stealth detection tweak, only apc, nod atack bikes, venom, gunwalker, zone trooper can detect stealth. Other infantery range stealth detection nerfed to 1 from 100. Note that this may be reworked later for some units.

Do turrets not have stealth detection anymore?

This post has been edited by Brother Gilburt: Sep 7 2007, 23:38 PM

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# 8Agent GreenFenril CTU Sep 8 2007, 01:47 AM
I don't like the Scrin Airfield change.

That will open the door to Stormriders swarming your base.

If you're gonna do that, perhaps make the Airfield for scrin require the Warp Sphere, or make AA available early.

Other than that, nice changes. Once you got the FotM for the Avatar, I'll be happy to run this mod through the mill

Posts: 1,581

Game: Command and Conquer 3


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# 9DarthDonut Sep 8 2007, 02:25 AM
i shud download this 100% you should tell ppl to spread the word i will do my part and tell all in my in my buddy list to download becoz this mod is really good

thanx juju and all others who helped bowdown.gif bowdown.gif bowdown.gif bowdown.gif bowdown.gif bowdown.gif bowdown.gif bowdown.gif


LEGENDS thum.gif

Posts: 39

Game: Command and Conquer 3


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# 10jujusback4you Sep 8 2007, 06:13 AM
I see no reason why the MCV's power needs a buff. All this really helps with is keeping powerplants out of play for longer early game which is not needed. The reason MCV's everyone wanted the MCV's cost brought up was because it was already to good at what it was before. It doesn't need a buff.

-> the reason is easy, mcv cost more i wanna make it useful but the main reason is about the eco nerf. I don't wanna make a 'slow start'. This tweak allow you to avoid powerplant in early game. You can go forward without bothering about them

Do turrets not have stealth detection anymore?

-> yes

Why airfield faster in game ?

-> introducing new kind of early harassement

if you're gonna do that, perhaps make the Airfield for scrin require the Warp Sphere, or make AA available early.

-> all feedback, replay and stuff will teach us about that wub.gif

-----------------------------------------

Atm we need beta tester, feedback spam about balance/gameplay bug hunt. Once we will get a decent amout of information, we will make a new one but this early week is about the website, making a video demo, modding the ingame music and planning permanent server. Permanent server is very important. If it won't be easy to find player, the mod will be useless. The way i plane is good: join the hamachi server and go online, that's all. smilie_naughty.gif

If i can add one last stuff it's this : Is this mod very good , pro ultra l33t and blabla ? i dunno but without a doubt: cnc3pro >>>>>>>>>>>>>>>>>> official 1.08. banana.gif

Posts: 4,989

Game: Company of Heroes 2


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# 11Eschaton Sep 8 2007, 06:17 AM
Stealth detection tweak, only apc, nod atack bikes, venom, gunwalker, zone trooper can detect stealth. Other infantery range stealth detection nerfed to 1 from 100. Note that this may be reworked later for some units.


GDI:
APC
Zone Trooper (upgrade)

Nod:
Bikes
Venoms

Scrin:
Gunwalker


Is it just me or is scrin kinda stealth screwed?

If scrin goes AF + Rax + defense against nod, how does it have any chance of killing the now tier 2 stealth tanks or the cloaked flame/scorps/buggies? With the changes in economy, it seems like building a WF when needed is out of the question.

I mean look at this. Nod goes for scorp/buggie spam against scrin. Scrin, predicting this goes AF + Rax. Nod gets radar and can now build Stealth tanks without any kind of mixup. Now scrin just lost the game because it has no way to counter because a WF is too expensive. All harvesters will be killed due to stealth tanks speed and power and the harv health nerf. Without decent detection, scrin loses horribly.

Fast 3x shadow teams (IE sell and summon) utterly destroy

Cranes, power, Refineries, Rax, WF

They are just too good for (2400 - 750)

Now that you have reduced stealth detection to nothing. Nod v Nod. How can you manage? Say they hit your 1 WF. You lose.

I would say buggies get detection and bikes dont...

My only ideas for better balance would be for:

-Scrin stealth detectors: Maybe shocks when upgraded with blink packs? Or something like SR/PAC/ or Dev get it. cry.gif

-give Dev's 600 range. They can't outrange Anti air (both having 500) and nod anti air with the hub really really outranges it. WTF.gif

Posts: 159


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# 12jujusback4you Sep 8 2007, 06:23 AM
QUOTE(Eschaton @ Sep 8 2007, 06:17 AM) *

Stealth detection tweak, only apc, nod atack bikes, venom, gunwalker, zone trooper can detect stealth. Other infantery range stealth detection nerfed to 1 from 100. Note that this may be reworked later for some units.
GDI:
APC
Zone Trooper (upgrade)

Nod:
Bikes
Venoms

Scrin:
Gunwalker
Is it just me or is scrin kinda stealth screwed?

If scrin goes AF + Rax + defense against nod, how does it have any chance of killing the now tier 2 stealth tanks or the cloaked flame/scorps/buggies? With the changes in economy, it seems like building a WF when needed is out of the question.

I mean look at this. Nod goes for scorp/buggie spam against scrin. Scrin, predicting this goes AF + Rax. Nod gets radar and can now build Stealth tanks without any kind of mixup. Now scrin just lost the game because it has no way to counter because a WF is too expensive. All harvesters will be killed due to stealth tanks speed and power and the harv health nerf. Without decent detection, scrin loses horribly.

Fast 3x shadow teams (IE sell and summon) utterly destroy

Cranes, power, Refineries, Rax, WF

They are just too good for (2400 - 750)

Now that you have reduced stealth detection to nothing. Nod v Nod. How can you manage? Say they hit your 1 WF. You lose.

I would say buggies get detection and bikes dont...

My only ideas for better balance would be for:

-Scrin stealth detectors: Maybe shocks when upgraded with blink packs? Or something like SR/PAC/ or Dev get it. cry.gif

-give Dev's 600 range. They can't outrange Anti air (both having 500) and nod anti air with the hub really really outranges it. WTF.gif

Don't go forward so fast m8 wink.gif Eco is nerfed. Stealth tank are EXPENSSIVE and they can't do ANYTHING alone. They will get raped by any infantery mix, that's what we want : MIXING.

Posts: 4,989

Game: Company of Heroes 2


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# 13Luk3u§ Sep 8 2007, 06:23 AM
Hmm... Well I suppose this will be my first mod for C&C3 I've used. Looking forward to it. smile.gif

Posts: 8,419

Game: Command and Conquer 4


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# 14Lugas Sep 8 2007, 06:48 AM
QUOTE
Stealth tank are EXPENSSIVE and they can't do ANYTHING alone. They will get raped by any infantery mix, that's what we want : MIXING
You do realize that a stealth tank can run away from anything scrin has in terms of detection, far too easily? That and STs are still absolutely retarded, right? None of the new detector units, besides bikes, can keep pace with the STs.

The issues are pretty much the same as the last time i tested the mod out; the ST. I don't know what you're going to do about it, or if you want to, but 2400 worth of units shouldn't oneshot a 2.5k warfactory. Apart from that, scrin needs detection put back on the seeker. Seekers blow ass in this mod anyways, especially now that devourers are pretty much the best land armor when microed properly due to their range advantage and obscene burst damage.

This post has been edited by Lugas: Sep 8 2007, 06:59 AM

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# 15RSeeker Sep 8 2007, 07:30 AM
QUOTE
A professionally designed modification


You're a professional game developer? eyebrow.gif

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Game: Blizzard


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# 16XxDrAg0nxX Sep 8 2007, 07:53 AM
I cant wait to try this when i get home...

But but... how do I use this mod?

I cant find any instructions on how to use it sad.gif

Edit: NVM i found the 2 line instructions in the middle of it all biggrin.gif

This post has been edited by XxDrAg0nxX: Sep 8 2007, 07:55 AM

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# 17Sh4rp Sep 8 2007, 07:57 AM
thanks for this

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# 18XxDrAg0nxX Sep 8 2007, 09:26 AM
If I am EA, I will be embarrassed.

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Game: Blizzard


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# 19ZxTroy Sep 8 2007, 09:48 AM
QUOTE(jujusback4you @ Sep 8 2007, 02:56 AM) *
APC Mine now deals 800 damage from 400, matching the NOD mind drop in effectiveness.



You mean one APC's mine drop can do the same amount of damage as NOD's mine drop for less money and less recharge time? Then that's just one APC; I can build another one in just 7 sec and do the mind drop again - think of it as cutting down the effective recharge time, etc.

Posts: 45

Game: Command and Conquer 3


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# 20jujusback4you Sep 8 2007, 11:01 AM
QUOTE(ZxTroy @ Sep 8 2007, 09:48 AM) *

You mean one APC's mine drop can do the same amount of damage as NOD's mine drop for less money and less recharge time? Then that's just one APC; I can build another one in just 7 sec and do the mind drop again - think of it as cutting down the effective recharge time, etc.

they are different. apc are slow and vulnerable where nod power come from sky. In other hand if the feedback turn in your favor we will tweak something

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