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Patch 1.09 MORGEN

Eine Diskussion über Patch 1.09 MORGEN im Forum Tiberium Wars & Kanes Rache. Teil des Command & Conquer-Bereichs; Zitat von Apoc Patch 1.09 is coming out tomorrow. We will start the deploy in the morning, and it should ...

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    Patch 1.09 MORGEN

    Zitat Zitat von Apoc
    Patch 1.09 is coming out tomorrow. We will start the deploy in the morning, and it should be available world-wide by the late afternoon. We will make download mirrors available if you have trouble getting it online or on our official site.

    The BattleCast Viewer and BattleCast website changes are set to go live on Thursday. You should most be looking forward to the Battlecast website updates as they will grealy improve the performance of the tool and searching for replays, etc. For the free BattleCast viewer, if you already own the game, of course you do not need this, but we strongly encourage you to tell your friends to download it if they want to watch you or anyone else play online. Its a pretty awesome tool and quite a large file as well.

    So, Patch 1.09 will be in your hands tomorrow along with all the balance changes and new Map Wrecktropolis as well.

    Thanks for your patience as always,
    APOC
    • Patch kommt morgen gaaaaaaaanz spät Abends
    • Neue Map "Wrecktropolis" kommt mit
    • Battlecast Webseiten Update kommt dann am Donnerstag
    • Battlecast Viewer Tool kommt mit


    http://forums.ea.com/mboards/message...968498#2968498

    Patch 1.09 Readme
    Spoiler:

    ==================================================================
    Command & Conquer 3 Tiberium Wars(tm)
    Version 1.09 Patch Notes - October, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars fixes several
    bugs, makes balance changes across all three sides, adds a
    new four-player multiplayer map, and more.

    <Bug Fixes>

    · Fixed an error that sometimes caused players to unexpectedly
    type-select multiple unit types at once due to an interface lag
    when rapidly switching between unit types during online play.

    · Structures now lose Ground Control radius as soon as they are
    destroyed. Previously they continued providing Ground Control for
    several seconds while their husks remained onscreen.

    · Fixed an error that caused some infantry units to continue
    approaching their targets while firing, rather than firing
    while standing at their maximum range.

    · Fixed an error that caused upgraded Power Plants and Reactors to
    continue providing power for several seconds after being destroyed.

    · Fixed an error that allowed players to detect enemy structures
    through the shroud by using the Set Rally Point marker.

    · Fixed an error that caused computer-controlled players with the
    "Turtle" personality to not build base defenses as expected.

    · Nod Avatar's flamethrower upgrade now correctly shows a
    garrison-clearing effect.


    <Multiplayer Maps>

    /New Map: Wrecktropolis/
    The ongoing conflict between the forces of GDI, the Brotherhood
    of Nod, and the Scrin have taken a tremendous toll on the world,
    as evidenced by countless ruined husks of cities. Wrecktropolis
    is one such example. This is a four-player map available for
    unranked matches.

    /Rebalanced Map: Barstow Badlands/
    This map is now slightly larger: There is more buildable area
    near players' starting bases, and the chokepoints are not as
    narrow. Garrisonable structures should now be symmetrical for
    both players.

    /Rebalanced Map: Tournament Tower/
    This map no longer has a third-tier elevation level in the center
    of the map, which frees up this area for battle. Expansion
    Tiberium fields switched from blue to green. Various objects
    throughout the map have been removed to free up room for base
    building and combat.

    /Rebalanced Map: Pipeline Problems/
    This map no longer has pipelines near the northern starting
    position, to mirror the layout of the southern starting position.

    /Rebalanced Map: Tiberium Gardens III (Kane Edition)/
    This Kane Edition map no longer has Tiberium fields along the
    narrow ridges. New expansion fields have been added to the far
    side of each basin containing a player position.


    <Balance Changes>

    The following balance changes are intended to make resource-
    gathering more strategic and artillery units more viable, while
    also further tuning the combat forces to ensure even balance
    across all three factions in any combination.


    /General Balance Changes/

    · Harvesters: Carrying capacity reduced by 42% to 1400 credits of
    green crystals and 2800 credits of blue crystals. Gathering cycle
    sped up by 8 seconds. Overall rate of income reduced by
    approximately 35%.

    · GDI MCV, Nod MCV, Scrin Drone Platform: Cost/Build time
    increased by 40% to 3500/35, health and speed normalized.

    · Outposts: Health increased by 5%. This prevents them from being
    destroyed by one use of the Nod Shadow Team's Explosive Charges.


    /GDI Balance Changes/

    · Grenadier Squad: Range increased by 20%.

    · Commando: Suppression time reduced by 70%. This means the
    Commando can use his C4 Charges to demolish multiple structures
    more quickly.

    · Juggernaut: Range increased by 25%.

    · Mammoth Tank: Turret turn rate reduced by 66%. This makes the
    vehicle slightly less effective at quickly changing targets.

    · Sonic Emitter: Attack power reduced by 25%. This means the
    Sonic Emitter can no longer one-shot-kill certain vehicles.


    /Brotherhood of Nod Balance Changes/

    · Crane: Health increased by 50%, normalizing its health with
    that of the GDI Crane and Scrin Foundry.

    · Fanatics: Cost/Build time reduced by 13% to 700/7.

    · Commando: Suppression time reduced by 70%. This means the
    Commando can use her C4 Charges to demolish multiple structures
    more quickly.

    · Attack Bike: Range increased by 16%.

    · Stealth Tank: Attack power increased by 66%.

    · Beam Cannon: Range increased by 25%. This does not affect the
    Avatar's extra weapon gained from commandeering a Beam Cannon.

    · Avatar: Health increased by 25%. Pre-attack delay reduced by
    33%. Main weapon's attack power increased by 25%.

    · Confessor: Upgrade no longer provides a rate-of-fire bonus to
    affected infantry squads.

    · Tiberium Infusion: Upgrade bonus to infantry squads' health
    reduced by 60%.

    · Catalyst Missile: Support Power cost increased by 33% to 2000.

    · Tiberium Vapor Bomb: Support Power cooldown time increased by
    25% to 300. Attack power increased by 140%.


    /Scrin Balance Changes/

    · Disintegrators: When crushed by enemy vehicles, attack power of
    explosive revenge attack increased by 30%.

    · Seeker: Health reduced by 13%.

    · Devastator Warship: Range increased by 20%. Rate of fire
    reduced by 200%. Attack power increased by 100%. Scatter radius
    reduced.

    · The Swarm: Support Power can no longer be used directly on top
    of infantry and vehicles. Cooldown time increased by 66% to 150.
    Now spawns 5 Buzzers instead of 7.

    · Phase Field: Support Power no longer affects infantry. Cooldown
    time reduced by 50% to 180.


    <Other Changes>

    · Tuning to Classic Command & Conquer (Left-Click Orders)
    mouse interface: Bridges are no longer selected in favor of
    issuing move orders. Players can now issue orders on the Radar.

    · There is a new Fast-Forward button onscreen while watching
    Replays or BattleCasts.


    ==================================================================
    Version 1.08 Patch Notes - August, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars fixes one
    exploit.


    ==================================================================
    Version 1.07 Patch Notes - August, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars enables the Mod
    SDK, fixes several bugs, and makes some balance changes.


    <Mod SDK>

    · The Mod SDK installer will only work with the 1.07 patch. The
    Mod SDK installer is for the user to create customizable maps,
    units, AI, UI, and much more. Visit commandandconquer.com for more
    information and to download the Mod SDK.

    · A custom map launcher screen has been added to launch single
    player custom maps. This is found under the Skirmish button in
    the Main Menu.

    · Replay browser has been converted into a general game browser.
    There is a tab for launching replays and a tab for launching Mods.


    <Cheats>

    · Fixes for various cheats have been put into place. Please be
    advised that players attempting to tamper with the game may cause
    online matches to automatically desync.


    <Bug Fixes>

    · Fixed a bug that wouldn't allow GDI projectile shells to track
    targets properly.

    · Fixed a bug that caused the Scrin Drone Platform to self-
    destruct when coming in contact with an enemy upgraded Scrin
    Annihilator Tripod.

    · Fixed a bug with decoyed GDI Mammoth Tanks created by the Nod
    Decoy Army support power that allowed them to crush enemy units.

    · Fixed a bug where support powers, Scrin Tiberium Vibration Scan
    and Nod Radar Jamming Missile, deducted twice the amount of
    credits indicated.

    · Fixed errors that caused some players to experience unexpected
    problems due to copy protection.


    <Balance Changes>

    · Scrin Mothership now takes 8 seconds to deploy over the
    Scrin Signal Transmitter, where it will be unselectable by user
    but can be attacked by opponent. Scrin Mothership speed has been
    increased by 33%. Weapon chain reaction delay increased by 1 sec.

    · GDI Pitbull: Health reduced by 20%. Mortar upgrade cost
    increased by 100% to 2000. Mortar scatter radius increased.

    · Scrin Buzzer Hive: Now leaves 1 Buzzer instead of 3 when
    destroyed or sold.

    · Cranes for all factions can no longer build defensive
    structures or superweapons.

    · Harvesters' rate of collecting Tiberium has been made equal
    across all factions. Harvesters will now unload at the refinery
    before moving to a new Tiberium field.


    <Other Changes>

    · John Freeman and James Geiger credited for Mastering Lab work.

    · TransGaming Inc. credited for Macintosh conversion.


    ==================================================================
    Version 1.06 Patch Notes - July, 2007
    ==================================================================

    This patch for Command & Conquer 3 changes the way that disconnect
    stats are recorded during ranked and unranked online matches,
    addresses a critical exploit, and fixes a number of other bugs.


    <Tracking Disconnects>

    · Changed the way that disconnects are reported. Now, whenever the
    game detects that a disconnect has occurred in a 1v1 match, both
    players are given a disconnect stat -- neither player is given a
    win or loss stat.


    <Exploits>

    · Fixed an exploit that caused any unit or structure to become
    invincible if force-fired upon by a Mammoth Tank that had been
    upgraded with Rail Guns.


    <Other Bugs>

    · Fixed a bug that caused the Nod Cloaking Field power to deduct
    up to 6,000 credits from the Operations Center. The power now
    correctly deducts 3,000 credits.

    · Fixed a bug that allowed players in the online lobbies to
    /tell and /invite users that had marked them to be ignored.

    · Players can no longer send /tell messages to other players as
    observers during a multiplayer match.

    · Fixed a hang that occurred when users typed /friend or /invite
    without a corresponding name.


    ==================================================================
    Version 1.05 Patch Notes - May 29, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars fixes several
    exploits and bugs, makes balance changes across all three sides,
    adds four new multiplayer maps and assorted user interface
    enhancements, and more.


    <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.

    · It is no longer possible to stall an online multiplayer match
    by repeatedly pressing the Capture Screenshot hotkey.

    · Fixed a team exploit in which the Nod Cloaking Field support
    power could be used to make infantry units inside of allied GDI
    APCs gain stealth.


    <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 the
    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. Standardized all Harversters' speed and turn rate.
    Specifically, the Scrin Harvester is now slightly more
    maneuverable than before.

    · GDI Refinery, Nod Refinery, and Scrin Extractor sale price
    reduced by 70% to 300 credits.

    · GDI Engineers, Nod Saboteurs, and Scrin Assimilators now
    capture enemy structures or repair allied structures as soon
    as they reach the edge of the structures.

    · Standardized the speed of GDI Surveyor, Nod Emissary, and Scrin
    Explorer base expansion units. Specifically, the Nod Emissary and
    Scrin Explorer now move 50% more slowly to match the GDI Surveyor.

    · Repair Drones for all sides can 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.

    · Standardized the amount of Ground Control provided by a GDI
    Crane, Nod Crane, or Scrin Foundry. 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.


    /GDI Balance Changes/

    · Rifleman Squad: Speed increased by 20%. Attack power increased
    by 50%. Dig In ability cost/buildtime reduced to 100/5, now causes
    the Riflemen Squad to begin building a Foxhole immediately at its
    location. Foxhole capacity increased to two units. Foxholes no
    longer eject infantry units until the Foxholes are destroyed.

    · 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%
    but attack power increased proportionally.

    · Orca: Health increased by 50%.

    · Firehawk: Now fires its missile loadout in volleys, improving
    the Firehawk's 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 100% 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: Removed 200% attack power bonus vs. aircraft.
    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%. Rate of fire with
    Laser Capacitors upgrade reduced by 20% but attack power increased
    proportionally.

    · Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret
    turn rate doubled, improving the Flame Tank'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 fixed 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 300% 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%. Move and attack rates retuned.
    As a result, Buzzers are now more effective at cutting through
    massed infantry but will 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 Gun Walker more maneuverable.

    · Harvester: No longer spawns an Ion Storm when destroyed.

    · Corrupter: Acceleration and deceleration times reduced, making
    the Corrupter 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 a 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>

    This patch adds 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: Schlachtfeld 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.


    <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 tapping the respective hotkey.

    · When placing production 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 'Ctrl' + '~') now toggles
    on all healthbars with one tap. Tapping the hotkey again reverts
    the effect.

    · It is now possible to rebind the default hotkeys for camera
    controls.

    · Hotkeys for Telestrator features are now available for the
    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. To
    expedite one-on-one chat, press Ctrl + Up Arrow or Ctrl + Down
    Arrow to cycle through players with whom you have exchanged
    private messages during your last session.


    <Bug Fixes>

    · Fixed an error that caused some players to unexpectedly see
    the GDI campaign's alternate ending video instead of the
    intended ending video.

    · Fixed an error that prevented players from being able to place
    certain structures as closely together 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.

    · On multi-monitor systems, the mouse cursor will no longer
    unexpectedly move from the gameplay monitor to another
    monitor as players scroll across the screen.

    · Fixed an error that sometimes caused computer-controlled
    opponents to cease fighting after loading a saved Skirmish game.

    · Fixed an error that sometimes caused players to unexpectedly
    select multiple control groups at once when rapidly switching
    between control groups.

    · 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 caused players to lose credits when
    selling Refineries or Extractors under the control of a
    Scrin Mastermind unit.

    · 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.

    · Switching to and from low-power state now causes unit and
    structure build times to update dynamically as intended.
    Previously, production that started during low-power state
    did not automatically speed up if power was restored.

    · The mouse cursor now 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.

    · Scrin 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 players power 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 a graphical 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 Firehawks equipped with Stratofighter Boosters will no
    longer fly in stacked on top of each other when groups of
    Firehawks are ordered to use the ability at the same time.

    · Fixed a graphical error that caused Nod Scorpion Tanks to
    catch fire more quickly than intended.

    · The user interface now properly stretches to the top and
    bottom of the screen in 1280x1024 resolution.

    · Added recoil effects to non-upgraded Nod Scorpion Tank and
    GDI Guardian Cannon.

    · Scrin Worm Hole support power no longer allows the player to
    create the entry and exit points on top of each other.

    · Scrin Buzzer Hives now show an attack radius when selected.

    · If the 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.

    · 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,
    the Main menu music no longer plays during the match.

    · Various other minor bug fixes.


    <Other Changes>

    · Online lobbies have been renamed.

    · 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.

    · The Resources chart in the post-match screen now graphs total
    credits gathered over time.

    · Added a 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 by enemy vehicles.

    · Added Heroic-level firing effects for the GDI Juggernaut.

    · Added music when viewing the Intelligence Database during
    campaign missions.

    · Scrin Devourer Tanks now have an additional gauge that
    shows remaining supercharged ammunition gained by using the
    Conversion Beam ability.

    · Added new visual effects for the Scrin Annihilator Tripod's
    close-range EMP attack.

    · Added new visual effects for when walker husks are destroyed.

    · Added an audio cue for when the 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 ambient reload sound effects to
    these units.

    · Updated the loading screen when loading saved games.

    · Jeff Hua, Travell McEntyre, Ino Karella, and Jason Priest
    credited for additional art contributions.

    · Fixed various typographical errors in the game.


    ==================================================================
    Version 1.04 Patch Notes - April 6, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars addresses video
    playback issues and several multiplayer problems:


    <Optimizations>

    · Made further improvements to video playback on low-end Windows
    XP system configurations.


    <Bug Fixes>

    · Fixed an error that caused some players to crash or disconnect
    while in online lobbies.

    · Fixed an error that caused players with semicolon (';'),
    colon (':'), comma (','), or equal sign ('=') characters in
    their Online IDs to not be able to see and select options from
    dropdown menus in online multiplayer lobbies. These characters
    are no longer permissible in Online IDs.

    · Fixed an error that caused players to desync when watching a
    BattleCast match in which one of the participants disconnected.


    <Other Changes>

    · All online multiplayer game lobbies will now appear properly
    localized in different languages. This does not affect English-
    language lobbies.


    ==================================================================
    Version 1.03 Patch Notes - April 1, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars fixes several
    problems pertaining to online multiplayer:


    <Bug Fixes>

    · Fixed an error that caused players to experience unexpected
    disconnections and freezes while in online lobbies and
    Automatch search. Please note that there are some remaining
    issues with connectivity, which will be addressed in a future
    update.

    · Fixed an error that prevented players in online lobbies
    from chatting globally after sending private messages to
    other players.

    · Fixed an error that sometimes caused the name of a BattleCast
    Commentator to not display correctly on the official Web site.


    ==================================================================
    Version 1.02 Patch Notes - March 29, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars addresses two
    issues:


    <Bug Fixes>

    · Fixed an error that caused the list of available matches in the
    Custom Match Lobby to constantly refresh to the top of the list.


    <Other Changes>

    · Improved the patching process to ensure all players are
    prompted to receive the latest version of the game when
    attempting to play online or using the "Check for Updates"
    feature in the Command & Conquer 3 Tiberium Wars Control Center
    utility.


    ==================================================================
    Version 1.01 Patch Notes - March 27, 2007
    ==================================================================

    This patch for Command & Conquer 3 Tiberium Wars fixes several
    bugs and exploits:


    <Exploits>

    · Scrin Mastermind's Teleport Units ability maximum range reduced.

    · GDI Engineers, Nod Saboteurs, and Scrin Assimilators can no
    longer capture structures when under the effects of the Scrin's
    Phase Field support power.


    <Optimizations>

    · Improved video playback on low-end system configurations.


    <Balance Changes>

    · Scrin Storm Column cost/buildtime increased by 100% to 3000/30.

    · Scrin Buzzers health reduced by 75% and weapon type changed
    to SNIPER. This change makes Buzzers ineffective against units and
    structures besides enemy infantry.


    <Bug Fixes>

    · Fixed an error that would occasionally result in a crash in Nod
    vs. Nod matches on the multiplayer map Deadly Sertao.

    · Fixed issues with automated map transfer feature in multiplayer.

    · Fixed an error that would sometimes cause a Commentator's
    telestrator drawings to not erase as intended while viewing
    BattleCast replays.

    · Fixed issues with replay file playback.

    · Fixed placeholder text and chat log errors with the Comrade in-
    game chat window.


    <Other Changes>

    · Fixed an error in README.txt file regarding location of saved
    game files in Windows Vista; added references to EA Link
    version of the game; added disclosure about in-game advertising
    (Note: the EA Link version of the game ships with this updated
    ReadMe file).

    · References to Nod's "Avatar Warmech" unit have been changed to
    "Avatar".


    ==================================================================
    End of Patch Notes File
    ==================================================================

  2. #2
    PrOgAmEr

    Registriert seit
    15.07.2006
    Beiträge
    3.775
    Nick
    FaZiNaTe
    Rofl noch vor meinen Eas Games gegen no ranks...... oMg^

    Wenn das mal nicht schiefläuft.

    Freue mich aber trozdem

  3. #3
    Stabsfeldwebel
    Avatar von Unwritten
    Registriert seit
    27.02.2007
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    Alter
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    Name
    Stefan
    Nick
    Unwritten
    Clans
    n!faculty
    Ich freu mich .

  4. #4
    Kriegsdienstverweigerer

    Registriert seit
    24.06.2007
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    28
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    5
    is doch toll

  5. #5
    Administrator
    Avatar von stefros
    Registriert seit
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    Name
    Stefan
    Nick
    stefros1983
    Clans
    United-Forum
    omg noch vor meinem EAS Game gegen Gunner... das kann ja heiter bis wolkig werden, da hast du dann sogar mal eine Chance auf den Sieg Domenik

  6. #6
    Unsterblich
    Avatar von CeLeRitY
    Registriert seit
    03.05.2007
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    Nick
    CeLeRitY
    Clans
    MMC
    @gunner
    LOL vllt finden wir ja ne lustige bo und holen uns den doppelsieg über sca

  7. #7
    Oberfeldwebel
    Avatar von Nihilist
    Registriert seit
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    Clans
    Real Life
    Fette Sache, endlich ist das Spiel nicht mehr so stressig weil man 1324973216478 Einheiten gleichzeitig koordinieren muss >:<


  8. #8
    PrOgAmEr

    Registriert seit
    15.07.2006
    Beiträge
    3.775
    Nick
    FaZiNaTe
    omg noch vor meinem EAS Game gegen Gunner... das kann ja heiter bis wolkig werden, da hast du dann sogar mal eine Chance auf den Sieg Domenik
    HeHe -.-

    Aber naja ich finde das ganz lustig 50% : 50% würde ich da mal sagen^

    Hätte aber vielleicht eher mit 1.08 gegen dich gespielt.

  9. #9
    Der Drüberleser
    Avatar von sniper078
    Registriert seit
    17.02.2003
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    Alter
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    Beiträge
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    Name
    Andreas
    Nick
    Ahab078
    Clans
    -MuM- /SODSW
    Eine gute Nachricht.Na da bin ich mal gespannt!!

  10. #10
    Schütze

    Registriert seit
    27.07.2007
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    79
    jo find ich auch geil... der patch war auch dringend nötig!!!

  11. #11
    Hauptfeldwebel
    Avatar von OpTiK
    Registriert seit
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    Name
    Tom
    Nick
    optik.325
    Clans
    Team-Thermaltake <3
    Sie haben wohl nur auf den abschluss der Qualifikation gewartet ...
    d.h. EA hat eine Sache gut gemacht! ^^ ...

    ein wunder is geschehn
    I own you, kk?

  12. #12
    Unteroffizier
    Avatar von Merilya
    Registriert seit
    15.04.2007
    Beiträge
    678
    Bin ja mal gespannt wie es sich spielt , ob es wirklich so viel anders ist als jetzt, also wenn es aehnlich ist wie der 1.09 mod dann seh ich keine großen änderungen zum aktuellen spiel.

  13. #13
    I am the danger!
    Avatar von LanceVance
    Registriert seit
    15.07.2006
    Ort
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    Alter
    30
    Beiträge
    4.992
    Name
    Lance
    *Auf BattleCast-Viewer freu*
    They Call Me MISTER Vance!

  14. #14
    Hauptfeldwebel
    Avatar von OpTiK
    Registriert seit
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    Name
    Tom
    Nick
    optik.325
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    Team-Thermaltake <3
    Oh nein -.- ein haufen noobs wird sich die Progames reinziehen^^ -.-
    I own you, kk?

  15. #15
    Mac Moneysac
    Avatar von dezi
    Registriert seit
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    Das lässt sich eigentlich nur wie folgt beschreiben:

    AAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!

    (Nein, Alk schadet mir nicht. Wirklich nicht!)

    The night is dark and full of terrors.

  16. #16
    Kriegsdienstverweigerer
    Avatar von Soifz
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    13.10.2007
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    Name
    Max
    Nick
    Soifz
    Clans
    Zivilisation 21
    Tja, das herausgezögerte Release des Patches war bestimmt auch Kalkül, ich z.B. wollte eigentlich auf den Battclecast Viewer warten, aber irgendwann hab ichs dann einfach nicht mehr ausgehalten und mir dat olle Spiel gekauft .

    Mal sehn, langsamere Eco dürfte mir langsamen Spieler vielleicht was nutzen .

  17. #17
    Feldwebel
    Avatar von alicio
    Registriert seit
    31.03.2006
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    33
    Beiträge
    1.379
    Hmmm, wenn das Spiel nach dem Patch keine Spams mehr zulässt, dann werd ich wohl wieder installieren müssen.
    Ich warte erst ma auf Meinungen.

  18. #18
    Mac Moneysac
    Avatar von dezi
    Registriert seit
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    Beiträge
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    Zitat Zitat von alicio Beitrag anzeigen
    Hmmm, wenn das Spiel nach dem Patch keine Spams mehr zulässt, dann werd ich wohl wieder installieren müssen.
    Ich warte erst ma auf Meinungen.
    Naja Spam geht immer noch. Auch wenn die Gesamtzahl der Truppen (speziell zu Beginn) deutlich kleiner geworden ist. Flankenangriffe etc / spezielle Aktionen lohnen da wieder.

    ABER da die HP von Gebäuden und speziell die der Scrin und GDI Sammler zu hoch ist, ist der angreifende Spieler aktuell immer noch im Nachteil > ich hoffe da auf 1.10. Aber es geht spürbar vorwärts
    (soweit man der 1.09 Mod trauen kann ^^)

    The night is dark and full of terrors.

  19. #19
    ( ☞ 。◕‿‿◕。) ☞
    Avatar von DrFriedChicken
    Registriert seit
    08.04.2007
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    Ba-Wü
    Beiträge
    12.424
    Name
    Jan
    Nick
    DrFriedChicken
    Clans
    SoDsW
    Hmm.. Hört sich gut an, also allerallerspätestens kommt er in den USA um 0:00 Uhr, also bei uns um 9:00 Uhr dem 25.10. oder? Freu mich schon drauf, da es in den letzten News, die ich gelesen hab, was von letzter Oktoberwoche stand, und jetzt kommt er doch früher... Vielleicht kommt er ja grade rechtzeitig zu unseren Clantrainingszeiten. Wenn nicht, heißt das für alle: Nachtschicht einlegen ...

  20. #20
    Hauptgefreiter

    Registriert seit
    03.03.2007
    Beiträge
    372
    Nick
    rags
    Ich freu mich schon auf den Patch!

    MfG rags

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