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【即時戰略】(Command & Conquer 3 Tiberium Wars)[新增1.06补丁下载地址]
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 发表于 13-5-2007 10:55 AM
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| 终于打爆机了  开始玩SKIRMISH...
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 发表于 13-5-2007 11:37 AM
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 楼主|
发表于 13-5-2007 11:53 AM
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| 原帖由 themole 于 13-5-2007 11:37 AM 发表Skirmish 开始用SCRIN,太好用了!
 如果你遇到NOD就知道好不好了
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 发表于 13-5-2007 02:02 PM
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| 原帖由 ikki443 于 13-5-2007 01:18 PM 发表
 成型了的話(大概有4-5只小warship和4-5只大warship+5只3足)
 應該是滿好玩的..
 不過,還不能生產Warship的時候,Scrin很濫罷..
 只靠暴風塔防守..
 怕塔还没有机会出,就垮了
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 楼主|
发表于 13-5-2007 02:38 PM
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| 原帖由 Fusion^^ 于 13-5-2007 02:02 PM 发表
 
 怕塔还没有机会出,就垮了
  
 只要1.05补丁还没有正式出现前还是可以玩机场流的
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 发表于 13-5-2007 03:07 PM
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 发表于 13-5-2007 03:43 PM
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| 原帖由 kjying 于 13-5-2007 03:07 PM 发表GDI的JUGGERNAUT要怎样控制他远射??
 要sniper作为你的眼睛
 在sniper sight内,juggernaut就可以bombardment
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 发表于 13-5-2007 03:43 PM
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| 原帖由 kjying 于 13-5-2007 15:07 发表
 第一场对COMPUTER EASY...
 我用GDI....
 轻松获胜.........
 
 第二场对COMPUTER HARD
 用NOB..
 COMPUTER用GDI
   根本就是被他欺负....
 
 后来看REPLAY...
 发现他一开始就起5-6个矿场...
 然后中期又 ...
需要配合SIPER
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 发表于 13-5-2007 07:08 PM
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| 原帖由 ikki443 于 13-5-2007 04:28 PM 发表
 對啊,打Brutal用Scrin根本是被掃場..
 不知道用什麼Unit可以鎮壓Brutal..
 Scrin的小兵和坦克都很弱
 
 塔是有機會建出來
 只不過不用多久就被拆了
他弱还算了....
 速度不如NOD.....
 攻击/防守不如GDI
   唯一可以比的就是空军看起来很华丽....
 
 
 试了SCRIN对NORMAL的AI.....
 他的空军果然不是盖的..=.=
 
 [ 本帖最后由 kjying 于 13-5-2007 07:53 PM 编辑 ]
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 发表于 13-5-2007 11:49 PM
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 发表于 13-5-2007 11:51 PM
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| 觉得Scrin满强!Brutal完全死不去!兵员排山倒海。 在下用NOD,太烂了。护甲超弱,三两下就收皮。
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 发表于 14-5-2007 12:20 AM
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 发表于 14-5-2007 01:35 AM
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| 刚才发现的1.05 patch info.... 自http://www.gamereplays.org/community/index.php?showtopic=236434&st=0&#entry2864104
 大改造
  
 <Fixed Exploits>
 
 · Fixed an exploit in which players could use GDI Engineers,
 Nod Saboteurs, or Scrin Assimilators to capture enemy structures
 without moving the units over to those structures.
 
 · Observers of multiplayer matches can no longer use hotkeys to
 affect spectated players' production queues.
 
 · Units affected by the Scrin Mothership's Catalyst Cannon now
 lose their explosive properties if teleported via the Teleport
 Units ability or the Wormhole support power.
 
 · Scrin Mothership can no longer fire its Catalyst Cannon
 through a Wormhole.
 
 
 <Balance Changes>
 
 The following balance changes are intended to enable a more-
 diverse set of viable strategies for both casual and competitive
 play, and to further ensure that the forces of the GDI, the
 Brotherhood of Nod, and the Scrin are evenly matched as Tiberium
 Wars rage on.
 
 /General Balance Changes/
 
 · Some structures on each side no longer provide Ground Control
 for base expansion. These include: Power Plants, Reactors,
 Tiberium Silos, Barracks, Hands of Nod, and Portals.
 
 · Heavy infantry units' resistance to CANNON damage increased by
 45%. This affects GDI's Zone Troopers and Commando, Nod's Black
 Hand and Commando, and Scrin's Shock Troopers and Mastermind.
 All other infantry resistance to CANNON damage increased by 25%.
 This change means infantry are less vulnerable to tank shells and
 similar weapons.
 
 · Infantry armor penalty to SNIPER damage removed. This change
 makes infantry slightly less vulnerable to Nod Shadow Teams in
 particular; GDI Commandos and Sniper Teams, Nod Commandos, and
 Scrin Buzzers are still highly lethal against enemy infantry.
 
 · Infantry attack range bonus while garrisoned reduced by 25%.
 
 · GDI Commando, Nod Commando, and Scrin Mastermind units can no
 longer be crushed by enemy vehicles.
 
 · CANNON weapons, such as those found on the GDI Predator Tank and
 Nod Scorpion Tank, now cannot miss against moving enemy vehicles.
 
 · GDI, Nod, and Scrin Harvesters' cost/build time increased by 40%
 to 1400/14. All Harversters' speed and turn rates equalized, which
 makes Scrin's Harvester slightly more maneuverable than before.
 
 · GDI Refinery, Nod Refinery, and Scrin Extractor sale price
 reduced by 70% to 300 credits.
 
 · GDI Surveyor, Nod Emissary, and Scrin Explorer base expansion
 units now all move at the same speed. Specifically, the Nod
 Emissary and and Scrin Explorer move 50% more slowly to match
 the GDI Surveyor.
 
 · Repair Drones for all sides now repair vehicles that are under
 attack. Limit one Drone per vehicle. Rate of repair is now
 constant, rather than a percentage based on the vehicle's total
 health. This means vehicles with lower maximum health will be
 repaired faster.
 
 · Standardized repair radius on all structures. As a result, the
 radius on all aircraft production structures has increased.
 
 · Re-stealth time doubled for units that do not have innate
 stealth effects, such as units affected by Nod's Cloaking Field.
 This means such units will take longer to regain stealth after
 attacking or being detected.
 
 · Ground Control provided by building a GDI Crane, Nod Crane, or
 Scrin Foundry has been equalized. Specifically, the amount of
 Ground Control gained by building a Nod Crane or Scrin Foundry
 has increased by 50%.
 
 · Tiberium Spike tech structure's income increased by 66% to 25
 credits per unit of time.
 
 · Defensive Tower tech structure's attack power increased by 60%.
 
 · Visceroids are now punishable by crushing.
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 发表于 14-5-2007 01:36 AM
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| /GDI Balance Changes/ 
 · Rifleman Squad: Speed increased by 20%. Attack power increased
 by 50%. Dig In ability cost reduced to 100, build time reduced
 to 5, Foxhole capacity increased to two units. Foxholes no longer
 eject infantry units until the Foxholes are destroyed. Dig In
 ability now causes the unit to begin building a Foxhole
 immediately at its location.
 
 · Missile Squad: Speed increased by 20%. Health increased by 100%.
 Range increased by 75%. Attack power vs. aircraft reduced by 25%.
 
 · Engineer: Speed increased by 20%.
 
 · Grenadier Squad: Speed increased by 20%.
 
 · Sniper Team: Speed increased by 20%. Health reduced by 50%. Rate
 of fire reduced by 50%. Re-stealth time increased by 25%.
 
 · Commando: Speed increased by 20%.
 
 · Pitbull: Health increased by 33%. Rate of fire increased by 25%.
 Turret turn rate and pitch rate increased, improving the Pitbull's
 ability to fire on fast-moving aircraft.
 
 · APC: Speed increased by 20%. Attack power vs. infantry reduced
 by 25%. Turret turn rate and pitch rate increased, improving the
 APC's ability to fire on fast- moving aircraft.
 
 · Harvester: Attack power increased by 300%.
 
 · Rig: Acceleration and deceleration times reduced, making the
 unit more maneuverable. Battle Base Repair Drones changed to work
 like all other Repair Drones.
 
 · Mammoth Tank: Speed reduced by 7%. Attack power of rockets
 reduced by 25%. Rate of fire with Railguns upgrade reduced by 35%.
 Attack power with Railguns upgrade increased by 35%.
 
 · Orca: Health increased by 50%.
 
 · Firehawk: Now fires its missile loadout in volleys, improving
 its ability to quickly damage groups of enemy aircraft.
 
 · Ox Transport: Health increased by 70%.
 
 · Sonic Emitter: No longer hits larger units multiple times in one
 attack. Attack power per hit increased to compensate.
 
 · Railguns: Upgrade cost increased by 66% to 5000.
 
 · Composite Armor: Upgrade cost increased by 50% to 2000.
 
 · Radar Scan: Support Power cost increased by 20% to 300.
 
 · Shockwave Artillery: Support Power cost increased by 33% to
 2000. Attack power reduced by 38%.
 
 · GDI Airborne: Support Power cost increased by 50% to 1500.
 
 · Bloodhounds: Support Power cost increased by 50% to 3000.
 
 · Sharpshooter Team: Support Power cost increased by 40% to 3500.
 
 · Zone Trooper Drop Pods: Support Power cost increased by 50% to
 4500.
 
 
 /Brotherhood of Nod Balance Changes/
 
 · Militant Squad: Speed increased by 20%. Attack power increased
 by 50%.
 
 · Militant Rocket Squad: Speed increased by 20%. Health increased
 by 100%. Range increased by 75%. Attack power vs. aircraft reduced
 by 25%.
 
 · Saboteur: Speed increased by 20%.
 
 · Shadow Team: Health reduced by 50%.
 
 · Black Hand: Speed increased by 22%. Health increased by 66%.
 Attack power increased by 150%.
 
 · Attack Bike: 200% attack power bonus vs. aircraft has been
 removed. Turret arc and turn rate increased, which allows the unit
 to more-effectively attack any nearby targets while moving.
 Directional armor removed, which makes the unit more resistant
 to attacks from the flank and rear. Fixed an error that caused
 the unit to not always fire both rockets at once, effectively
 raising its attack power.
 
 · Raider Buggy: Attack power vs. infantry reduced by 25%.
 
 · Scorpion Tank: Attack power reduced by 20% before Laser
 Capacitors upgrade.
 
 · Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret
 turn rate doubled, improving the unit's ability to quickly acquire
 targets. Attack power increased by 150%.
 
 · Stealth Tank: Cost/buildtime increased by 50% to 1500/15. Attack
 power increased by 50%. Attack power bonus vs. aircraft reduced
 by 25%.
 
 · Avatar: Cost/buildtime reduced by 27% to 2200/22. Flamethrower
 upgrade attack power increased by 150%.
 
 · Venom Patrol Craft: Attack priorities changed so that the unit
 will always prioritize enemy infantry over vehicles and base
 defenses.
 
 · Carryall: Health increased by 70%.
 
 · Armageddon Bomber: Health increased by 33%. (Note: This aircraft
 only appears when summoned by certain Support Powers.)
 
 · Laser Capacitors: Upgrade cost increased by 50% to 3000.
 
 · Tiberium Infusion: Upgrade cost increased by 50% to 2000.
 
 · Cloaking Field: Support Power cost increased by 100% to 3000.
 Attack power vs. light infantry increased by 600%. Attack power
 vs. heavy infantry increased by 200%.
 
 
 /Scrin Balance Changes/
 
 · Buzzers: Health increased by 50%. Movement rate improved; now
 more effective at cutting through massed infantry but no longer
 kill entire infantry squads all at once.
 
 · Disintegrators: Speed increased by 17%.
 
 · Assimilator: Speed increased by 20%.
 
 · Mastermind: Cost/buildtime increased by 66% to 2500/25. Recharge
 time on Manipulator Device increased to 30 seconds. Teleport Units
 ability now begins its cooldown period after units are teleported,
 rather then when units are first selected for teleporting.
 
 · Gun Walker: Acceleration and deceleration times reduced, making
 the unit more maneuverable.
 
 · Harvester: No longer spawns an Ion Storm when destroyed.
 
 · Corruptor: Acceleration and deceleration times reduced, making
 the unit more maneuverable.
 
 · Planetary Assault Carrier: Ion Storm ability now generates an
 Ion Storm more quickly. Scrin aircraft now receive a 25% bonus to
 attack power in addition to the 25% bonus to armor while in an Ion
 Storm.
 
 · Mothership: Attack power increased by 100%. Catalyst Cannon now
 causes a faster, wider chain reaction. Damage sustained by the
 Mothership has less impact on the power of its attack.
 
 · Buzzer Hive: Buzzers immediately respawn when killed. Buzzers no
 longer die if their Buzzer Hive is destroyed.
 
 · Gravity Stabilizer: Now spawns Buzzers instead of Shock Troopers
 when sold or destroyed.
 
 · Force Fields: Upgrade cost increased by 66% to 5000.
 
 · Stasis Shield: Support Power cost increased by 100% to 2000.
 
 · The Swarm: Support Power cost increased by 50% to 1500.
 
 <Multiplayer Maps>
 
 Added four new multiplayer maps, which may also be used in
 Skirmish mode. Two out of four of these maps are enabled for
 ranked competition online, and so will appear in the Automatch
 map rotation.
 
 /Map 1: Tournament Rift/
 Red Zones such as this have long since become uninhabitable to any
 of Earth's life forms, and yet serve as a focal point for the
 conflict between the GDI, the Brotherhood of Nod, and the Scrin,
 in their continued efforts to gain control over the alien mineral.
 This is a two-player map available for ranked matches.
 
 /Map 2: Tournament Coastline/
 As the spread of Tiberium inexorably continued across the world,
 GDI and Nod forces found themselves frequently skirmishing for
 control over strategic coastal regions such as this one. This is
 a two-player desert map available for ranked matches.
 
 /Map 3: Schlactfeld Stuttgart/
 The Scrin, desperate for Tiberium, savagely laid waste to this
 once-proud German city in short order. Now fighting over the green
 crystal continues in the city's ruined remains. This is a two-
 player urban map available for unranked matches.
 
 /Map 4: Coastline Chaos/
 An extension of Tournament Coastline, this map is based on the very
 first map used to publicly showcase Command & Conquer 3 Tiberium
 Wars at the 2006 Electronic Entertainment Expo. This is a four-
 player desert map available for unranked matches.
 
 [ 本帖最后由 Fusion^^ 于 14-5-2007 01:39 AM 编辑 ]
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 发表于 14-5-2007 01:40 AM
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| <User Interface Enhancements> 
 · Added a "Classic Command & Conquer (Left-Click Orders) mouse
 interface option, which may be selected in the General tab of
 the Settings menu.
 
 · Added the ability to cycle through multiple production
 facilities of the same type either by clicking on the main
 tab for that production category or using the respective hotkey.
 
 · When placing unit-producing structures, players will now see
 these structures' default rally point, which should help guide
 base-building decisions near impassable terrain.
 
 · The Reverse Move command for vehicles can now be given by
 pressing and holding the hotkey (default 'D') as well as by
 tapping the hotkey before each move order.
 
 · The 'Show Healthbars' hotkey (default '`') now toggles on all
 healthbars with one tap. Tapping the hotkey again reverts the
 effect.
 
 · Loading screens prior to online multiplayer battles now show a
 snapshot of the selected map as well as statistics for each
 player.
 
 · It is now possible to rebind the default hotkeys for camera
 controls.
 
 · Hotkeys for Telestrator features are now available for match
 Commentator. Visit the Hotkeys tab of Settings menu to view
 the default hotkeys or change them.
 
 · Various "slash commands" added to online multiplayer lobbies.
 Type "/help" in an online lobby for a list of commands.
 
 
 <Bug Fixes>
 
 · Fixed an error that prevented players from being able to place
 certain structures as closely together other as expected, which
 makes it easier to find suitable building locations.
 
 · Flying units can now be ordered to move onto terrain that is
 impassable to ground units.
 
 · The Attack Move order now works correctly if a target unit
 is selected.
 
 · Fixed an error that sometimes caused units to not target
 structures automatically when given an Assault Move order.
 
 · Fixed a graphical error that caused production timers in the
 Sidebar interface to "snap" to position when switching between
 production queues.
 
 · Added an EVA announcement for when an enemy Scrin Mastermind
 enters the player's line of sight.
 
 · Fixed an error that prevented players from using hotkeys to
 change unit stances while units were moving.
 
 · Tiberium Spikes now continue to provide a flow of resources
 if damaged and then repaired.
 
 · Several campaign cinematics now show up as expected in the
 Transmission Log.
 
 · Fixed an error that sometimes caused GDI Ox Transports and
 Nod Carryalls to become stuck and unselectable when ordered to
 land next to edges of cliffs.
 
 · Mouse cursor no longer suggests that air units can be used to
 open crates.
 
 · Jumping to a unit group now moves the camera to the center
 of the group, rather than the last unit added to the group.
 
 · Nod defensive turret hubs now appear unstealthed when their
 turrets fire while under the effects of the Disruption Tower.
 
 · Computer-controlled players will no longer attempt to sell
 the same structure multiple times when low on resources, which
 caused a stream of zeros to appear onscreen.
 
 · GDI APCs now will always move close enough to their targets
 to ensure infantry units inside are within attack range.
 
 · Fixed an error that sometimes caused walker unit death
 animations to not play correctly.
 
 · Stormriders are now affected by the player's handicap setting
 in multiplayer matches.
 
 · Maps with six starting positions now properly randomize
 players' starting positions.
 
 · The Nod nuclear missile can no longer be stopped after launch
 if the player powers down the Temple of Nod.
 
 · Nod Avatars will no longer retain their veterancy level when
 they are destroyed and their husks are recovered.
 
 · Nod Beam Cannons now gain their expected bonuses to attack
 power from veterancy.
 
 · Fixed an error that sometimes caused Nod laser defenses to
 appear as if they still were firing when powered down or
 destroyed.
 
 · Units created using Nod's Decoy Army support power will no
 longer last indefinitely if the Nod Operations Center is
 powered down. Decoyed Scrin Corrupter units no longer spawn
 Visceroids.
 
 · Fixed an error that sometimes caused units to display
 veterancy ranks from the wrong faction.
 
 · Added effects for when Tiberium crystals are attacked and
 destroyed.
 
 · Added effects for Nod Vertigo Bomber's rear anti-air turret.
 
 · Added ambient sound effects for Scrin Gun Walker and
 Scrin Annihilator Tripod.
 
 · GDI and Nod Commandos will now respect the rules of their
 selected combat stance with regard to their C4 charges. They
 will not automatically rush to demolish structures unless
 set to Aggressive stance.
 
 · GDI Firehawks equipped with Stratofighter Boosters will no
 longer fly in stacked on top of each other when groups of them
 are order to use the ability at the same time.
 
 · Nod Scorpion Tanks don't catch fire as quickly.
 
 · The user interface now properly stretches to the top and
 bottom of the screen in 1280x1024 resolution.
 
 · Added recoil effects to unupgraded Nod Scorpion Tank and GDI
 Guardian Cannon.
 
 · Scrin Worm Hole support power no longer allows the user to
 create the entry and exit points on top of each other.
 
 · Scrin Buzzer Hives now show an attack radius when selected.
 
 · If a player is defeated, the end-of-mission music no longer
 plays twice.
 
 · Computer-controlled players will now attempt to build
 superweapons only in their most-fortified bases.
 
 · Added an EVA announcement for when teammates place a beacon.
 
 · The Resources chart in the post-match screen now graphs total
 credits gathered over time.
 
 · When spectating multiplayer matches, players will now hear the
 game music change dynamically as the battle's participants do.
 
 · Fixed an error that caused text to misalign in online chat
 lobbies if players remained in those lobbies for a relatively
 long period of time.
 
 · When loading replay files directly from the Windows desktop,
 Main menu music no longer plays during the match.
 
 · Various other minor bug fixes.
 
 
 <Other Changes>
 
 · Some campaign missions have been tuned and rebalanced.
 
 · In team-based matches, allied players now share Ground
 Control, allowing them to build structures in each others'
 bases.
 
 · When attempting to restart a campaign from the beginning,
 players will now receive a warning prompt notifying them
 that their autosave for that campaign will be overwritten
 if they proceed.
 
 · Added wider variety of scorch marks to the battlefield.
 
 · Added garrison-clearing effects for Nod Flame Tank, Nod
 Black Hand, and Scrin Corrupter units.
 
 · Added explosion effects for when Scrin Disintegrators are
 crushed.
 
 · Added Heroic-level firing effects for the GDI Juggernaut.
 
 · Added music when viewing Intelligence Database during
 campaign missions.
 
 · Scrin Devourer Tanks now have an additional gauge that
 shows remaining supercharged ammunition after using the
 Conversion Beam ability.
 
 · Added new visual effects for the Scrin Annihilator Tripod's
 close-range EMP attack.
 
 · Added an audio cue for when Repair command is used on a
 structure.
 
 · Added ammunition counters to the unit portraits of aircraft
 with limited ammo, including the GDI Orca and Firehawk and the
 Nod Vertigo Bomber. Also added reload sound effects to
 these units.
 
 · Updated the loading screen when loading saved games.
 
 · Fixed various typographical errors in the game.
 
 [ 本帖最后由 Fusion^^ 于 14-5-2007 01:41 AM 编辑 ]
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 发表于 14-5-2007 02:11 AM
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| 这个游戏好像没有如tiberium sun那样有cutscene... | 
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 发表于 14-5-2007 08:41 PM
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| 原帖由 davidchak 于 14-5-2007 02:11 AM 发表这个游戏好像没有如tiberium sun那样有cutscene...
 
 
 
 蛮有同感的,cutscene多数是出来讲话罢了,没有华丽的过关战争CG,缺少那份投入感,显得逊色多了!
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 发表于 14-5-2007 08:56 PM
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 发表于 14-5-2007 09:13 PM
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 发表于 15-5-2007 09:45 AM
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| 原帖由 天邪 于 14-5-2007 09:13 PM 发表
 
 Mammoth tank 在patch version 1.05中很明显的被削弱了很多
  ,在下在之前的version中总觉得Mammoth tank切实有点overpowered了,跟比它多贵500的Avatar及Annihilator Tripod显得比较踏实,又可防空,防 ...觉得NOD还有代改进...=.=
 毕竟他最大的特点是隐形和速度...
 而很多UNIT都可以看到隐形...
 而很多攻击都有HOMING SYSTEM...
 
 GDI的MAMMOTH TANK真的是太强了..=.=
 UPGRADE了过后连3000的TRIPOD和AVATAR都输...
 又有对空弹....
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