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[资源] 别抱怨c&c4了,来玩这个吧

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发表于 2010-3-22 13:25 | 显示全部楼层 |阅读模式
本帖最后由 vic-mk2 于 2010-3-22 14:23 编辑

c&c3 mod推荐
名称:tiberium essence (泰伯利亚-本质)
主页:http://www.moddb.com/mods/tiberium-essence(此mod荣获2009年c&c年度最佳mod,主页内有下载)
安装:需要原版,并且升级到1.09版,将下载的文件解压,在“我的文档”的c&c3游戏文件夹下建立名为“mods”的文件夹,复制到其中即可。
运行:使用游戏控制台,进入游戏游览器选项,选择模组项,选择tiberium essence模组启动即可
特点:1、采用c&c3的系统、c&c1~3代的机设(2代为主、3代为辅、1代打酱油)打造的全新的mod,前代各种著名建筑单位建筑回归,单位模型设计精美,质量绝对不输原版,
         且所有新单位支持原版任务,重玩能体现完全不同的感受。
      2、增加了传统老c&c的音乐、音效、特效(小兵的惨叫、被烧焦、肢解、轰飞的特效)
      3、武器相克和单位耐受做了很大调整,rpg压路机战术风光不再,围墙回归(围墙可以阻挡大多数单位的火力),防御建筑的建造价值增大
      4、增加了很多贴心和有意思的设定:所有阵营步兵终于可以回家补充生命和人数、特种兵更耐打,不会被秒杀
      5、阵营特色被最大程度的体现,gdi的武器的可靠、稳定、优秀的支援(可以定时以低廉价格购买各种精英单位),nod的诡异、隐秘、致命(钻地单位回归!),茄子的昂贵、霸道(双史诗单位)
      6、mod作者并非简单的建个模型导入游戏了事,本mod有着相对优秀的平衡,新增、原创和替换单位都被赋予了相应的克制链
      7、ai似乎被重写过,比起原版电脑的无脑爆兵,mod版懂得迂回、集结,知道在兵力不足时撤退,还会针对玩家相克爆兵(你可以在mod中看到ai壮观的空军流)

一些老版本和目前发布的1.04版游戏图

早期1.03版截图,可以看到ai的奥卡流


一个标准的茄子基地,左上和中间是原创的史诗单位(地上那个“征服者”有吸收3个阵营的机甲残骸增强自己火力的能力),1.04版


nod基地,围墙能有效的保护炮台核心(早期单位里只有泰坦能无视围墙高度直接攻击其后的建筑和单位),重工右侧为电子生化特种兵(史诗单位),1.04版


初期的gdi基地,围墙+泰坦的防守堪称绝配


火爆的gdi进攻

以下为正在开发的1.05版新图,可以发现mod作者是个完美主义者,在更新完单位后开始重制建筑造型,最后一张是作者仅仅为了一个飞行兵飞出兵营的效果而专门在兵营顶部做了开口。






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发表于 2010-3-22 13:37 | 显示全部楼层
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发表于 2010-3-22 13:49 | 显示全部楼层
求打包下载……
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发表于 2010-3-22 13:53 | 显示全部楼层
非常不错啊
必须要原版CC3么?
资料片光头之怒可不可以用?不想再去找CC3的碟了
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 楼主| 发表于 2010-3-22 14:05 | 显示全部楼层
非常不错啊
必须要原版CC3么?
资料片光头之怒可不可以用?不想再去找CC3的碟了
一之濑琴美 发表于 2010-3-22 13:53


很遗憾,这里先再次fxxk ea一次,由于ea的偷懒,kw并没有开发mod的工具,因此此mod的基于原版的,另根据我的经验,这种老游戏去买碟子比下载快。
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发表于 2010-3-22 14:06 | 显示全部楼层
等RA3的SC2 MOD
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发表于 2010-3-22 14:09 | 显示全部楼层
恩。。用CC4来做MOD岂不更美?
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发表于 2010-3-22 14:10 | 显示全部楼层
233
找燒錄碟去 幸好以前有備份

另外看網站上1.4也有了 好像要求本體升級到1.9再打補丁
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 楼主| 发表于 2010-3-22 14:12 | 显示全部楼层
233
找燒錄碟去 幸好以前有備份

另外看網站上1.4也有了 好像要求本體升級到1.9再打補丁
一之濑琴美 发表于 2010-3-22 14:10


233 幸亏你提醒,我搞错了。。。。目前版本是1.04 下一个是1.05
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 楼主| 发表于 2010-3-22 14:16 | 显示全部楼层
作者在发布1.04时写的说明,有兴趣可以看看,里面透露了很多有趣的想法

1.4 is not perfect yet, or at least not as perfect as I want it to be, but I hope you will enjoy it even with some flaws here and there. Many things has been changed, many improved, but many still waiting for adjustment or replacement for better model (titan, wolverine, scorpion tank etc) But overall the main goal I have for 1.4, to increase visual quality of this mod has been achieved

Balance part is always big issue specially when you change so many aspects of this game. We have done our best to balance things properly, but I\'m sure there is always something which might evade our attention, so feel free to report any balance problem you encounter, it will be taken in to consideration and proper fix will be included in next patched version. This time I swear you won\'t need to wait another halve year for it, I will support 1.4 properly from now as you guys deserve.

This version also finally includes new music that is also reason why its so big file (around 140 megs) but i hope its not problem these days.
New music is composed by Vlado32 and Frank Klepacky
Track list:
-----------
Vlado 32:
Found Troops, Rise, Slow march, Total Wasteland, They´re creep up and they won´t have compassion

Frank Klepacky (including tracks from Tiberian down, Tiberian sun and Renegade)

Tiberium down: Charge, On the prowl, Air strike, No mercy,
Tiberium Sun : Approach, Nod crush, Pharotek, Deploy machine, Dusk hour, Mad rap, Heroism, Time bomb, Lone troop, Slave to the system,  Killing machine, Gloom, Scout
Renegade: On your feet, Stop them again, Stomp, In line of fire (renegade remix)

Vlado ´s music is now also available to listen here on moddb.  

Credits:
-------
Jiri \"Carnius\" Chalupa - Project leader, all 2d/3d art in mod, all coding in mod
Rimtech - TE Logo, TE Propagation, Betatester, new sounds
DJ Killer - TE Logo final edit, Betatester
Vlado32 - TE music composer, Betatester
White Wolf - Text Editor (www.rebornwiki.com)

Thanks:
-------------------
Thanks to Sedistix from project CnC3:Tactix for his help with ini files and some coding stuff
Thanks to Dutchygamer from Project Perfect Mod forum for his help with code on explosive Blue tiberium
Olaf van Der Spec (XCC utility)
Jonathan \"Jonwil\" Wilson (SDK Extras/CnC3Tools)



So here is something you should know before play:

Global changes:

All basic and most advaced infantry lost detect stealth ability in small radius unlike in vanilla TW, this makes mines also usefull agains infantry and makes units with sensors even more important. Infantry with stealth detecting sensors are: Gdi Sniper Team, Gdi Zone troopers (small radius on start, increased with upgrade as usual), Nod Shadows, Alien Stalwarts and all Commando class units can detect stealth in small radius like in vanilla.

All superweapons cost 7500 and require more power

All T3 tech structures require more power

All Units with tiberium heal ability heal in tiberium slower

All basic and advanced infantry have 20% better protection vs cannon and missile damage

Added Unit Crate to Skirmish and Multiplayer game when crate option is on - Including only original Tiberium wars units. Unit list are: Gdi Apc, Gdi Pitbull, Gdi Predator, Nod Scorpion tank, Nod Beam cannon, Nod Flame tank. All these units are generic units without abilities or upgrades.

Any faction can now heal and replenish infantry squads. Gdi now use Barrack not Armory and Nod Hand of Nod for healing soldiers and Secret Shirne for healing cyborgs only. this maybe sounds unusual but if you think about that is only logical step. Barracks all around the world usualy have some stationary medics for treating at least small injuries and its the place where is also fallen or incapatiet troops replaced by new one. But not so scrin. I have something special for scrin in this matter. Scrin Portal (like Gateway) is using so called Nano Field for healing infantry and vehicles while Statis chamber can replenish squads, but they dont need to enter this structure, just enter small radius around Statis chamber and missing troops is teleported directly in to squad. Scrin are aliens race so they do things different :)   

SCRIN:
-------
No reconstruction drones around gateway and gravity stabilizer - scrin are advanced race so they use advanced technology to repair units, all production facilities (including Portal) and deployed Explorer provides  Nano field instead which repairs alien units around them. Just move your units inside repair circle as usual. Technicaly there is no difference, you can still repair max 3 unit at once or order Gateway to repair one unit 3x faster. It also works for infantry.

Buzzers - Cost 300 and attacking in one wave per second instead of 100 attacks in seconds as in vannila TW. This change is insignificant for balance but im sure you know that problem when buzzers attack vehicle, no matter how good computer you have frame rate drops down, well this change remove this problem completly.

Add new units Razorback, Defiler, Conqueror and Assault Mothership - more deails in readme

Add new support power - Meteorite strike

Add new upgrades - Tiberium Hive, Tiberium Enhancement, Tiberium Integration (that is lots of tiberium, but scrin should be masters of tiberium)

Tiberium shards upgrade - removed

Gun Walker - removed and replaced for new unit Razorback (i can´t stand its model anymore)

Seeker - 50% increased range, 10% more damage vs vehicles and structures

Manta - increased health, decreased range and attack damage vs structures

Harvester - increased health

Devourer - increased weapon range and increased maximum ammo for conversion beam

Corrupter - improved visual effect of firing

Annihilator Tripod - incresed maximum ammo for conversion beam

Signal transmitter - 50% more health

Photon cannon - renamed to Plasma disc Cannon (it firing plasma discs not photon-something), got upgrade Tiberium Enhancement

Buzzer hive - got upgrade Tiberium Hive

Mothership - renamed to Planet Killer Mothership - so we run 2 mothership classes Assault (new one) Planet Killer (old one with catalist cannon), you can have only one scrin mothership so you can´t deploy Planet Killer Mothership when assault mothership  is already deployed.

GDI:
-----
New units add - Falcon hover tank, Jump jet trooper - more details in readme

New upgrades add - Shockwave Grenades (works like shockwave artillery, add emp damage to normal damage), Jump Jet Booster (for hover units)

Titan - 5% decreased health and firepower

Hover Mlrs - firing 4 missiles per salvo, got Jump Jet upgrade

Apc - removed and replaced for Goliath Heavy Apc

Mammoth Tank - improved model, missile pods can pitch up when shooting on air targets

Juggernout - improved model, 20% increased health, cost 2600

Missileman Squad - increased overall health and attack damage

Assault predator - renamed to Predator Mark II, improved model

Orca Bomber - decreased health, got carpet bombs, got versatile loadout ability, can chose between carpet bombs or shockwave bombs

Mammoth Mark II - new model, can be upgraded with disk launcher turret or anti-aircraft railguns, can´t have both you must chose which one you want.

Power plant cost reduced to 700, produces 10% more power, its more fair if you consider fact that original in vanilla TW produces only as much power as scrin powerplant for 600!

Refinery - model improved - add \"plug\" on tiberium \"pool\", green smoke replaced for normal smoke, gdi approach to enviromental issue more seriously and they care about health of their people so they can´t just spread tiberium toxins around.  

Rpg tower - got Shockwave Grenades upgrade
   
AA-Battery - got  Railguns upgrade (thats right, no tungsten but railguns! This is future right? So why should gdi using 100 years old technology when they got railguns. Before you questening this decision consider this, USA really trying to create anti-missile railguns capable of taking down balistic missiles so why not use it on aircraft too? Yes, its still in development, but in future who know? And we have one possible future in tiberium wars.

Sonic emittor - improved model

Dropship command - Provides 4 extra support powers which deploy various veteran units on dropship command for cheaper price than units build in warfactory. When nod got tiberium seed and scrin tiberium growth accelerators gdi got this. Something similar should be originaly in tiberian sun, but was cut off from final game. This is not exactly what was intended for TS but is closest i can get to it. Here you can buy preset unit groups including Light armor company (1x Falcon, 1x Apc, 1x Mlrs), Mech spearhead (2x Wolverine, 2x Titan), Siedge team (1x Disruptor, 1x Juggernout) and Mammoth Stomp (2x Mammoth tanks). All of them is reset at start so you have to wait until your reinforcement is ready which is propperly announced by Eva with generic \"Reinforcement ready\". Non of these powers is in player power sidebar on left but in ability window of dropship command so you have to select dropship command to gain access to them. I want to separate these powers from others because they works different way than classic support powers.  

Mech spearhead - removed from player powers sidebar, deploys units on dropship command only

Composite Armor upgrade - add some resistance to tiberium

Regarding Jump Jet trooper I failed in some elements. First he came in squad of one. He do not walk on ground, but only hovering close to ground. He can´t be healed in barrack or medics combat support hospital, but he got power packs upgrade which compensate this inability at least with self heal. Im apologize if i disappointed your expectations regarding this unit, i have some serious troubles in code which denied me to do it otherwise, but i hope you will like my finall solution too.

NOD:
-------

New units added - Phantom repair vehicle

Cloaking field - renamed to Portable stealth generators, do not kills infantry anymore, works much like area upgrade your vehicles and not like mystical magic power which makes your units invisible and for no reason kills infantry.

Decoy army - decoys do not see anymore, cant attack, but is invulnerable, it suppose to be holograms, so lets make them behave like holograms

Catalist missile - (just reminding from v1.3) does more damage to normal structures and units, but area effect is smaller, still you can use it for

finishing of different targets than tiberium based structures

Subterranean strike - moved to Tech Lab, do not need secret shirne and operation centre anymore

Tiberium infusion - renamed to Forced Evolution, tiberium is poison and direct infusion would kill any human imediately so in Tiberium Essence Kane use his knowledge and force evolution of humans to be able to survive in tiberium contaminated area but they lost something from humanity hence they become sort of mutants.

Confessor upgrade - renamed to Black hand elite - a Black hand elite armed with laser gattling replaces confessor in squads of militants and add to black hand squad too. He is also able to attack airborne infantry like jump jet troopers or flying shadows are.

Enhanced servomechanism - removed, this whole upgrade was only redundant and fast cyborgs looks a bit weird

Refinery - improved model, tiberium pool partially closed, nod do not care about health their own people as much as Gdi do.

Power plant - new model for liquid tiberium core upgrade (lets get rid of that green bulb)

Black hand - new cape less model without insect-like eyes on helmet, now got propper helmet visor, add upgrade Black hand elite

Rocket Militant Squad - comes in squad of 3, increased overall health and attack damage, cost 500

Raider buggy - new model, attack power and health increased, cost 500, got Tiberium particle beam istead of laser capacitors (there is already

enough lasers in nod faction)

Scorpion Tank - do not need driling mechanism anymore

Scarab Apc - new model, can deploy mine field, cost 1000

Cobra Artillery - new model, new weapon (long range plasma cannon), is stealthed, deploys and undeploys to fire on button simillar to artillery in TS.

Beam cannon - removed and replaced for Basilisk beam cannon, Basilisk got completly new weapon, beams do not join anymore (that is actually agains nature), rather than that split in to three separate beams, can hit more targets at once or one with full firepower, new ability add - overchage, but lost reflector attack which was in contradictory to his new weapon, Charge Defenses presereved. Beam cannon something lost, something gain, but averall its much more usefull unit even in frontline combat.   

Stealth Tank - 10% more health, basic damage decreased, has Tiberium core missiles upgrade, cost 1600

Cyborg squad - moved to secret shirne, got tiberium particle beam upgrade

Reaper - moved to secret shirne, can´t attack aircraft anymore, now serves as heavy anti-vehicle infantry, can´t enter structures or transport apc, but got call for transport ability, no more shoot that weird web  to slow down units (ok that was really not well handled effect from my part), this whole ability was redone to Subtterain blast, Reaper launches preprogramed mortar shell which dig deep under ground and then detonate resulting small earthquake which slow down units and cause significant damage to infantry and structures. We decided that there is no reason  to keep reaper like he was, he was not of much great use, frankly he was only stronger bike, but in firepower weaker than stealth tank, so we find better (hopefully better) use for him.  

cyborg commando - decreased firepower and health, add flamer (like should be in TS), improved armor vs sniper fire

All cyborgs is now healed by nod repair drones

All defensive structures have increased health and firepower, turrets can be deployed in wider radius, but cost also increased

Mutants:

New unit add - Looted Pitbull - has missiles and minigun

Marauders - new model, can´t attack aircraft anymore but attack damage increased

Ghost Stalker - requires any tech lab class structure for build (is tier 3 unit now)  

I\'m apologizing for anything I forgot mentioned here and for any blunders in text. Last days was very busy and I got only little time to finish readme and this news post, if I want to do it properly this mod can\'t be released today, but maybe after new year. I\'ll be better next time.

So enjoy and have fun with Tiberium Essence 1.4!
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发表于 2010-3-22 15:24 | 显示全部楼层
等RA3的RA2 MOD....
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发表于 2010-3-22 15:32 | 显示全部楼层
我觉得CC3的AI已经很让人头疼了……
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发表于 2010-3-22 15:58 | 显示全部楼层
我觉得CC3的AI已经很让人头疼了……
macrosszhao 发表于 2010-3-22 15:32

凱恩之怒  最難電腦 GDI/鋼爪/ZOCOM 固守型
我的天啊開場就持續用大量火鷹直接騷擾 滿地扔炸彈 然后地面上無數的神像巨像平A你 這時候如果沒有大量奧卡空中打擊的話已經可以退了 于是家里只能到處放彈弓防空
然后就算你熬過來了 對方出IRON CANON  你上火鷹去炸吧 233 整個基地里滿滿的一層又一層的防空炮 還有數不清的彈弓協防  還是升過級的那種 去多少死多少 拍蒼蠅一樣
然后你想EPIC開路地面部隊強拆IRON CANON建筑吧 還沒到門口就被家里海一樣的神像巨像加上漫天的奧卡錘頭全滅  然后你坐家里等著被衛星炮炸吧   
同時還不停的出特種兵 飛進來炸你的建筑
昨天一局被深深的惡心到了 最后逼不得已爆一堆神像在家里 空投兩組狙擊小隊滲透進去遠程呼叫炮擊才慢慢磨掉的
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发表于 2010-3-22 16:37 | 显示全部楼层
突然想起来我有z的 cc3
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发表于 2010-3-22 16:38 | 显示全部楼层
凱恩之怒  最難電腦 GDI/鋼爪/ZOCOM 固守型
我的天啊開場就持續用大量火鷹直接騷擾 滿地扔炸彈 然后地面上無數的神像巨像平A你 這時候如果沒有大量奧卡空中打擊的話已經可以退了 于是家里只能到處放彈弓防空
然后就 ...
一之濑琴美 发表于 2010-3-22 15:58


凶残电脑?光是采矿翻倍就够恶心了
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发表于 2010-3-22 17:44 | 显示全部楼层
个人对这个mod里的猛犸MK2造型无法接受……短粗身体+细长腿……
相比来说Tiberian Apocalypse和Tiberian sun rising的猛犸MK2造型就很赞……
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发表于 2010-3-24 13:50 | 显示全部楼层
好物MARK,有Z的CC3,光盘却找不到了
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发表于 2010-3-31 23:37 | 显示全部楼层
为了这个MOD 跑去电驴拖了CC3原版和KW 结果发现这MOD好野 有当年CC1的感觉了 和KW比起来简直是2个游戏

PS:难度很大啊 被中级AI的外星人打得落花流水。。。。
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发表于 2010-4-1 07:58 | 显示全部楼层
看来要拖了
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发表于 2010-4-1 10:38 | 显示全部楼层
谢谢&马克。
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发表于 2010-4-1 11:17 | 显示全部楼层
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 楼主| 发表于 2010-4-1 11:47 | 显示全部楼层
这个在vista下貌似不能用
luoshuigui 发表于 2010-4-1 11:17



vista下可以用,但要注意文件夹放对了位置没,另64位系统是不能玩c&c3的,注意。
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发表于 2010-4-1 11:50 | 显示全部楼层
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发表于 2010-4-1 11:53 | 显示全部楼层
vista下可以用,但要注意文件夹放对了位置没,另64位系统是不能玩c&c3的,注意。
vic-mk2 发表于 2010-4-1 11:47


能玩啊

我是WIN7 64位

不过我的MODS文件要在MODS里面再创建个MODS文件夹然后放入相应文件才能看得到模组

像这样 C:\\Users\\XXXX\\Documents\\Command & Conquer 3 Tiberium Wars\\mods\\mods
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发表于 2010-4-1 12:55 | 显示全部楼层
这几天玩下来发现个电脑的AI问题,没印象原版里有没有了
就是遭遇战如果电脑是NOD的话,就会有很大的几率在第一轮暴兵以后矿车罢工,然后完全变成个打酱油的……
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 楼主| 发表于 2010-4-1 13:25 | 显示全部楼层
这几天玩下来发现个电脑的AI问题,没印象原版里有没有了
就是遭遇战如果电脑是NOD的话,就会有很大的几率在第一轮暴兵以后矿车罢工,然后完全变成个打酱油的…… ...
旋转吧,米糕 发表于 2010-4-1 12:55


这个是原版就有的恶性bug,nod矿车的专利,还有一个就是盘旋型飞行单位会被卡住,kw也有。我的感觉是,原版这个两个问题很严重,基本上2V2就会出现,mod版好很多,卡矿车4v4的时候才偶尔出现,而且卡了还可以拖回来,飞行单位没见卡过。
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发表于 2010-4-1 14:06 | 显示全部楼层
好吧,有好心人做个集合包的种子吗
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发表于 2010-4-1 14:31 | 显示全部楼层
先马克,回去下载。
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发表于 2010-4-1 15:51 | 显示全部楼层
球好心人打包
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发表于 2010-4-1 16:49 | 显示全部楼层
发个中东危机2的mod地址,也是个制作精良的mod,现实题材的,更接近将军
http://www.moddb.com/mods/mideast-crisis-2
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发表于 2010-4-1 21:14 | 显示全部楼层
为啥升级到1.9
建了My Documents\\Command and Conquer 3 Tiberium Wars\\mods也找不到MOD
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 楼主| 发表于 2010-4-1 21:52 | 显示全部楼层
为啥升级到1.9
建了My Documents\\Command and Conquer 3 Tiberium Wars\\mods也找不到MOD
kamildor 发表于 2010-4-1 21:14


囧,如果你之前的游戏彻底删干净了,或是从没装过游戏,那这个文件夹可能还没被建立,建议最好的方法就是先进游戏玩几关,存存档,截截图,然后去找。另mod追随原版最新版本更新是mod制作不二的法则。
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