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游侠NETSHOW论坛 游侠NETSHOW论坛 命令与征服4泰伯利亚中文版+红色警戒3起义时刻 【游侠C&C3工作组】CNC3 MOD -- CnCLab 发布,提供下载 ...
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[分享] 【游侠C&C3工作组】CNC3 MOD -- CnCLab 发布,提供下载 [复制链接]

天邈汉化组翻译【初级】
地下先遣军沙虫卫士 寄生坦克

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发表于 2007-12-2 19:10:44 |只看该作者 |正序浏览
从Gamereplays.org 看到的,这是他们引以为豪的mod作品,制作过程中,有多位站网高手参与测试

此mod的精髓在平衡性!!!各个阵营都有了很大的调整,游戏中还加入了general的地图,熟悉将军的朋友们可以大展身手了。从各个方面的评论来看,是非常成功的作品!!




完全独立安装,完全绿色安装,不影响原版cnc程序


参考说明及下载地址:http://www.gamereplays.org/community/index.php?showtopic=315361

[ 本帖最后由 hfmouse 于 2007-12-2 19:29 编辑 ]
已有 1 人评分 收起 理由
海洛因 + 1 文章不错,继续努力!

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18#
发表于 2007-12-7 17:10:21 |只看该作者
原帖由 sovietred 于 2007-12-7 16:58 发表
有些修改是人心所向,有些是莫名其妙


——我很奇怪,原版中光束炮这个单位,出场率如此之低,为何得不到加强?(圣灵拆装除外)

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17#
发表于 2007-12-7 16:58:35 |只看该作者
大致看了下,整体上来说,初期经济总量和扩展区域又下降了,矿车和建筑面对专用骚扰单位更难混了,机枪兵加强,导弹兵削弱,反骚扰武器加强,升级T2变慢,T2时间延长。

有些修改是人心所向,有些是莫名其妙,有些就是制作者偏心了,典型代表seeker,一个T1主力坦克加速又加骚扰?

平衡看起来不错,具体数据没玩过不好说。

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16#
发表于 2007-12-7 16:14:28 |只看该作者
刚刚也粗略玩了Nod和GDI,一边一局,目前发现的改动如下:

1.扩展车需要矿厂才能建造,花费减至750(支持)
2.泰矿储藏器造价提升至650,但储量增加许多(呃……改了一下评论,支持)
3.超级武器充能时间减少,核弹4:30,黑洞5:30,离子炮忘了,好像也是4:30……但建造时间增加N多(相当支持)
4.采矿效率总体有提升,减慢了吃矿,加快了吐矿(呃……仁者见仁)
5.Nod圣灵削弱了主武器,加强了副手激光,吃隐坦后移动仍隐形,吃摩托后移动能力稍增(几乎完全跟我想一块去了!强烈支持!)
6.Nod隐形坦克,每轮导弹减为4发,但每发威力增强,且溅射范围加大,小心误伤(支持!)
7.GDI的斗犬迫击炮、奥卡信号器两个升级项目交给了指挥所(支持)
8.Nod的四驱者EMP爆炸升级项目交给了“指挥所”(支持,不过我忘了那个建筑叫什么……就那第五个)
9.Nod光束炮利用毒液反射光束距离大大增加,五只毒液几可横贯竞技场(强烈支持,光束炮从此不再板凳!)
10.GDI猛犸导弹的射程有了提升,本身加强了血量(支持,但操作不当很容易只发导弹不开炮)
11.Scrin三足机甲加强了防御力(支持!3000大洋,应该的)
12.黑手的攻击力稍有加强(支持)
13.火鹰对空加强(呃……其实本来就够强了)
14.神像大幅加强了攻击,但又大幅降低了射速(支持~瞬杀?)
15.Nod特种兵移动时隐形!但隐形恢复时间变慢了很多(支持)
16.突袭者四驱车提价至600,血量增加(支持)
17.APC攻击稍有增加,其实所有的反步兵类武器,攻击力都稍有增加(支持)
18.Scrin Seeker实力增加不少(支持,但好像有点过头了……)
19.催化蛋花费增至3000,威力降低(这是为啥啊……反对
20.轨道炮、激光电容的升级项目作用加强(支持!这是个大手术)
21.GDI狙击手射速加强
22.运输机呼叫功能减价至300其实我这翻译弄得挺乱的,因为一开始是凭自己的感觉,后来才看到了那个英文说明
刚粗玩两局,得到的就是这么多,而且玩GDI时被Scrin灭了,很多东西没来得及观察……
补充一句:这个MOD不错~

[ 本帖最后由 antaresy 于 2007-12-7 22:40 编辑 ]

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天邈汉化组翻译【初级】
地下先遣军沙虫卫士 寄生坦克

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15#
发表于 2007-12-3 19:32:50 |只看该作者
There are very effective early and late game scouting options in CnCLab, as follows:
  • Silos and Buzzer Hive now cost 650, build much faster and don’t have any pre-requisites. This is very important because it allows you to have one basic infantry squad for 325 (discounting the 50% refund value) at the very first moment of the match. You should use that to your advantage and scout the opponent’s build order or take critical bunker locations.
  • Many units got a wide shroud-revealing (vision) range: Raider Buggy, Sniper, Orca Sensor Pod, Gun Walker and all outposts.
  • Stealth Units can no longer be detected by tier 1 infantry, so you can easily use stealth units on hold fire to scout your opponent.
  • The minimap is “fixed” so that all units are displayed with at least 4 pixels. So keeping your MCV active is more useful than ever.
Economy, Ground Control and Harassment Changes
The economy was tuned up to fuel multiple effect build orders, and both expansion and harassment options are encouraged.
  • Harvesters loads up tiberium sensibly slower, and unloads it much faster. Refineries build 10s slower. In practice that means you don’t need as many refineries as in the original game and that having more harvesters is a better investment. A good rule of thumb is having three harvesters for each refinery, in large fields.
  • All structures are sensibly weaker to rocket damage, so watch out for rocket infantry and other rocket weaponry raids. Air units don’t have the same harassment benefit, being better used by focusing on the harvesters or weaker structures.
  • War Factories and Refineries are weaker overall.
  • Harvesters are much weaker to flank and rear attacks, so make sure to retreat-move them out of danger when being harassed.
  • Tanks are also more vulnerable to flank and rear attacks, so if a tank force ignores your defending units make sure to flank them.
  • Assault vehicles (bike, seeker, pitbull) earned big damage bonuses against harvesters. Make sure to flank them for maximum effect.
  • Mini-MCVs now require a refinery, but cost 750 instead of 1500. That means fast scouting can detect expansion in time to react/stop it, but you can also expand more cost effectively and even to more than one area at once. Notice that Mini-MCVs are quite vulnerable to bullets in CnCLab, even while deploying.
  • Each outpost has a different secondary function. GDI outposts detect stealth in a long radius, Nod outposts earned a couple vehicle repair drones, and Scrin outposts heal and restore lost infantry squad members.
  • All structures that give ground control had it normalized to 175 units, except for the refineries (normalized to 200), construction Yards and outposts
Countering
Countering is more defined in CnCLab, meaning counters are stronger, but not to an extreme point. That’s intended, to respect the original vision and intended army sizes. Air is much better countered by mobile AA and stationary defenses, but basic rocket infantry doesn’t deal much damage to air units anymore. Although air units in general have damage penalties to harvesters, they’re much better against structures due to the structural armor change. Generally speaking, rifle and tank units share the ‘generic and resistant’ role in CnCLab, and the others fit in according to this graphic:



A | B = A doesn't counter B
A |> B = A soft counters B
A > B = A counters B
A >> B = A strong counters B

Tank = Armored Vehicles
Rifle = Rifle Infantry
RPG = Rocket Infantry
AIV = Anti-Infantry Vehicle
Buzz = Buzzers
Dis = Disintegrator
  • Militant Soldier and Rifle Soldier takes 40% less from gun damage, and deal less damage to GDI and Nod commandos
  • All rocket infantry deal 55% less damage to air units, and take +40% from Gun damage
  • All anti-infantry vehicles take 33% more cannon damage
Splash countering
In CnCLab, there are many new splash damage (damage caused in a radius) options, and a new “splash countering system” in place - some units deal splash damage to a certain countered class, and only to them.
  • Tier 1 anti-vehicle infantry (rocket soldier, militant rocket and disintegrator) now deal +60% damage to tier 1 tanks (predator, scorpion and seeker) in a 60-radius area.
  • Predator, Scorpion and Devourer tank base weapons now deal +20% damage to assault vehicles (pitbull, bike and seeker) in a 60-radius area.
  • All Tier 1 anti-tank defenses now deal +30% damage to assault vehicles in a 60-radius area.
  • The Rig, Stealth Tank and Devourer Tank now deal large-radius splash damage
Infantry changes
Multiple major and minor changes were introduced to basic infantry so that it’s not a super-effective raider deterrent and at the same time more useful as a support unit. At the same time tier 2 and tier 3 infanty units were improved in their roles and abilities.
  • All tier 1 infantry buildtime doubled, cost maintained. This encourages mindful usage of the infantry units instead of massing, and also helps to control the expenditure of resources, since in practice you have a 50 credits per second structure in the barracks while pumping out tier 1 infantry, compared to the 100 credits per second of all other unit production structures. Remember you can get basic infantry earlier and much faster than in the original by using the improved hive and silo sell mechanics.
  • No tier 1 infantry untis can detect stealth anymore, except for the saboteur.
  • All commandos now only give a (global) detection event after being produced, not everytime they’re spotted.
Technology Availability
Many units and abilities were moved down from tier 3 to tier 2, like the Stealth Tank, buggies EMP, pitbulls mortar, shock troopers blink and more.
  • Tier 2 structures for both GDI and Nod now cost 2000 and take 20s to build instead of 1500/15s. This is to balance out each faction technology dependency vs the advantage it gives to them.
  • Certain key units now require the Tier “1.5” and Tier 2 structures: the Rig (now requires armory and command post) and the Stealth Tank (requires operations center and shrine). The Devourer Tank is available with the Nerve Center, but requires the stasis chamber to drain Tiberium and charge up his weapon.
Other Changes
There are many minor tweaks all around to improve the gameplay and balance, here are some of the most noticeable:
  • Superweapons now take much longer to build (cost kept) but also have a much shorter chargeup time (4m30 up to 5m30s depending on faction).
  • Call for Transport ability is now cheaper (300) and the transports themselves move, load and unload much more swiftly. Nod and GDI airfields now have a ‘call support transport’ upgrade, that produces in a free-controllable air transport able to transport any ground vehicle or infantry except for the MCV.
  • Raigun-upgraded Predator and Laser-upgraded scorpion now have a sensible damage penalty towards vehicles, while maintaining their performance against other unit types and structures.
  • Tier 1 tanks level up much quicker, which has a cascade effect of increasing the leveling rate across the board. The elite bonus is slightly better and the heroic bonus a bit weaker to compensate.


GDI Key Changes
  • Foxhole bunker from dig-in ability of riflemen earned a small detection range and is super-resistant to cannon damage, but not very resistant to rockets. Coupled with the airborne power, that can be launched everywhere in the battlefield even without line of sight, makes up for a very good offensive and defensive option.
  • APC mines deal more damage and cost 350 instead of 500, are dropped at the immediate location and scattered along a bigger radius.
  • Firehawk air-to-air missiles deal 50% more damage and reload much faster (4s from 10s)
  • Juggernaut bombard ability deals 2.5x more damage and have a bigger radius, yet take longer to recharge and costs 300 credits everytime you aim it.
  • GDI Sniper and Grenadier pre-requisites swapped; the sniper reloads faster and the grenadier moves faster and fires a faster grenade.
  • Orcas are sensibly weaker but now outspeed all air combat units and have a 50% bigger shroud-clearing range.
  • Mammoth Tank now has +15% health, rockets have 350 range (was 300) with double the splash radius
  • Orca Strike support power cost is now 1800 (from 500) but can take out a refinery and put most key structures at red health.
Nod Key Changes
  • Black Hand and Fanatic pre-requisites swapped; fanatic crush-revenge damage increased by 25%; Black Hand cost/buildtime 900/9s, health and damage reduced, pre-attack delay removed.
  • Attack Bikes now turn faster, can fire over structures and vehicles and have a -30% damage penalty vs ground vehicles except harvesters (+15% damage bonus)
  • Raider Buggy cost and buildtime 600/6s (was 400/4s), health 2200 (was 1500), EMP ability activates faster, more resistant to gun and grenade damages
  • Nod commando now stealth while moving, re-stealth time 4s (from 1s), can now go over hills
  • Stealth Tank reloads slower and fire four missiles per clip, with a 50-units radius explosion.
  • Flame tank much more resistant to rockets and guns
  • Avatar reload is now 2.5s (was 1.2) and 20% more vulnerable to rockets; beam-upgrade weapon now deals double damage and has 420 range; attack-bike upgrade increases the moving speed to 57 (from 50); stealth tank upgrade makes it stealth while moving. Notice that beam-upgraded Avatars are the strongest Tier 3 ground combat unit in CnCLab.
  • Cloaking field costs 2200 (from 3000) and now also affects combat aircraft.
  • Catalyst Missile now costs 3000 (from 2000) and only deals maximum damage at its center (50-radius)
Scrin Key Changes
  • Growth accelerator effect reduced to +33% (was +50%)
  • Disintegrator speed 80 (was 65), cost/buildtime 400/8s (was 300/3s), takes less damage from gun and has a +30% damage bonus against structures
  • Shock Trooper now requires just the Stasis Chamber, range 350 (from 250), blink recharge 15s (from 30s) and activates in 0.5s (was 1s)
  • Seeker speed 112 (was 90), +30% damage bonus to harvesters
  • Gun Walker cost/buildtime 900/9s (was 700/7s), range increased, damage now grenade-type (was gun)
  • Devourer health 2720 (was 3200) but take less damage from flank and rear attacks than by the front; tiberium-enhanced weapon now has three shots activated by force-fire (not automatic) with large splash and damage
  • Corrupter now takes much less rocket, gun and cannon damage; faster speed and more attack range, heals slightly slower
  • Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)
  • Storm Rider turns faster and deals 10% more damage
  • Phase Field Support Power duration 27s (was 40s)
  • Swarm Power now requires the Technology Assembler

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天邈汉化组翻译【初级】
地下先遣军沙虫卫士 寄生坦克

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14#
发表于 2007-12-3 19:25:38 |只看该作者
发现一个修改,扩张车不能在一开始就造了,必需要有矿厂才行。。。其他的还在努力中


主要是更新文档太长懒得翻译。。。。

按照各大高手的测试,这个版本的平衡性改的还是很不错的

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13#
发表于 2007-12-3 13:08:08 |只看该作者
有什么改变的吗???玩的朋友上图
处理器:AMD Phenom(羿龙) II X4 955 四核       
主板:技嘉 GA-MA770T-UD3P ( ATI RD780/RD790 GFX Dual Slot )芯片组:ATI RD780/RD790 GFX Dual Slot       
内存:4 GB ( 黑金刚 DDR3 1333MHz )       
主硬盘:希捷 ST3160815AS ( 160 GB )       
显卡:ATI Radeon HD 6850 (BARTS PRO) ( 1 GB / 讯景(松景) )显示器:优派 VSC5E1E VG1921wmSERIE ( 19.1 英寸 )       

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凯恩 死士

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12#
发表于 2007-12-3 13:03:09 |只看该作者
貌似是修改了 平衡性   我道是  截图了
但感觉  放出来 怕大家会说我  火星
不过 玩着 还是有感觉的

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11#
发表于 2007-12-3 12:27:34 |只看该作者
原帖由 baby331 于 2007-12-3 06:50 发表
粗略玩了一下,没感觉那里有改动!

惭愧~~~~~~~~  

同感……难道是我观察不细致?
猛犸坦克(Mammoth Tank)是GDI的重火力+重防护的进攻武器,猛犸在服役十年后有许多改进,做了重新设计,在2047年,GDI又使得它回归到了“超级坦克”的风格。

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10#
发表于 2007-12-3 12:06:20 |只看该作者
按下 prtsc sysrq 键盘键就截图了
Laptop:  16 ''| i7 720qm | 5730m | SSD 128G|
win7x32 魔兽3 dota CSGo wow  罗技G602 psp defy akg K450

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9#
发表于 2007-12-3 06:50:12 |只看该作者
粗略玩了一下,没感觉那里有改动!

惭愧~~~~~~~~

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8#
发表于 2007-12-2 22:59:10 |只看该作者
我的本本实在是没法玩+截图的。。。。。。。哪位兄弟配置好的帮帮忙

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7#
发表于 2007-12-2 22:57:02 |只看该作者
有谁试过了的放几张图上来
202020

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6#
发表于 2007-12-2 22:52:34 |只看该作者
感觉确实不错~~~~~202002020202020

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凯恩 死士

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5#
发表于 2007-12-2 19:35:31 |只看该作者
还有这么详细的图解说明  
是很重视啊

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地板
发表于 2007-12-2 19:22:30 |只看该作者
我是刚下了一个,还没来及玩2020200020202020200202

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板凳
发表于 2007-12-2 19:21:57 |只看该作者
。。。。。没有看到图。。。。。。。。。。

那个地址就是全部说明了,不过看回帖的评论,还是很不错的

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沙发
发表于 2007-12-2 19:20:36 |只看该作者
有图吗?放上点图  让我们看下

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