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#1 (permalink) |
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Retired
Join Date: Sep 2007
Posts: 611
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The easiest way to download the patch is to use the auto updater button in the launch centre (shown when you insert the disk) as that will automatically download the correct patch for your language and game version.
If that fails you can manually download the patch from one of the following mirrors and run the patcher (by double clicking it). Download Mirrors:
ATTENTION MAC USERS READ BELOW Please follow the instructions below and download the MAC Patch 1.09. Please note, you cannot install the MAC Patch 1.09 unless you have already updated to MAC Patch 1.08. Please download and update to MAC Patch 1.08 at the link below before downloading 1.09 if you have not done so already. If you are already upated to MAC Patch 1.08, then please proceed to download and update to Patch 1.09 using the link below. PLEASE NOTE: This patch download is ONLY for MAC users CLICK HERE TO DOWNLOAD MAC PATCH 1.08 CLICK HERE TO DOWNLOAD MAC PATCH 1.09 MAC PATCH INSTALL INSTRUCTIONS --Double-click the ZIP file. It’ll automatically unpack itself into the patcher. --Double-click the Patcher. --Click on the button “Select Command and Conquer 3 App” --Navigate to the Command and Conquer 3 App, click Open. --The Patch will be applied. --Close Patcher. Patch Notes: ========================================= Command & Conquer 3: Tiberium Wars Version 1.09 Patch Notes - October 24, 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. Please feel free to post mirrors below. Enjoy! Last edited by chickndipp; 08-07-2008 at 09:00 PM.. Reason: Added mirrors and patch instructions |
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#2 (permalink) |
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C&C Moderator
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PC and Mac patches available from: http://www.cncforums.com/new/local_links.php?catid=75
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#3 (permalink) |
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Rookie
Join Date: Sep 2007
Posts: 3
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After numerous attempts, I find myself applauding you. You have tried so hard with this game, spent many hours tinkering with the code and you have finally managed after all your hard work, to make the game totally and utterly unplayable, congratulations. A big round of applause is in order for all your hard work.
If an attack is launched by more than 3 juggernauts a bases defense is gone before anything can arrive to help, you caused enough problem in v1.08 making scrin air to strong and distant for defense, to increase this to other units is nuts. No unit should be totally out of range, even the nod beam cannons where hitable if you forced attack by ur defense, not so with juggernauts. Why did you mess with what was already a good game from day one. |
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#4 (permalink) |
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C&C Moderator
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Well the general consensus on the American boards is that the game is now better balanced than ever. It makes sense to me that Artillery can out-range defences, that is the point of them after-all and it's been like that in all previous C&C games.
The developers said this a lot before release that C&C is meant to be fast paced and you will not win if you try turtling and hiding behind your defences. Perhaps it's time to get some more offensive tactics? |
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#5 (permalink) | |
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Rookie
Join Date: Sep 2007
Location: Newcastle Upon Toon
Age: 24
Posts: 112
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Quote:
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«♂ﭏ¨/*certified witch hunter *\¨ﭏ♂» Supreme Overlord of the witch hunter's guild UK division. Your Gameplay Experience May Change Online. The Mullet of Kane compels you! |
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#7 (permalink) |
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EAUK Staff
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Whilst that may be true the most important thing is that they are updates based on the communities feedback.
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Omni Community Co-ordinator Recently played: Need for Speed: Undercover Have you Met your match? Electronic Arts ![]() |
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#8 (permalink) | |
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Forum Junkie
Join Date: Sep 2006
Location: Extracting sunlight from cucumbers.
Posts: 2,696
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Quote:
Just hope I don't ever have to reinstall it ![]() I pity people on dial-up
__________________
(\__/) (='.'=) (")_(") Binky free Coco -x- |
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#10 (permalink) |
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Rookie
Join Date: Mar 2008
Posts: 7
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People should feel sorry for Xbox 360 users who have yet to be patched ONCE. One in every three games the engineer glitch is used, NOD stealth towers still affect allied buildings and the Mothership + Wormhole glitch is used every once in a while. If only ONE patch dealing with merely these issues was released never mind side balancing then the online experience for us second class citizens would be greatly enhanced.
I don’t buy into the reasoning that Microsoft’s strict patching procedures are the problem because if you put almost any 360 game over a year old into a live linked console for the first time you will be told a downloaded is needed before the game can start. This may or may not be a patch but it shows that other companies can do it why cant EA? I’m sorry if this has been covered elsewhere but why should 360 users buy Kanes Wrath when the par we can expect from EA is no customer care? If EA has been leaving us relatively high and dry or so long because of the significantly lower number of 360 online players they have to ask themselves whether the chicken came first or the egg? I’m sorry for the rant but this issue has been concerning me for a long time us little people playing a faulty multiplayer should not be forgotten. |
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#11 (permalink) |
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C&C Moderator
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I don't blame you. I even pursued this with Apoc (the C&C community manager at EA) for you XB guys and I got was: Support Forums : XBOX Patch Update - Apologies & ...
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#12 (permalink) | |
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Rookie
Join Date: Oct 2008
Location: UK
Age: 29
Gender: Male
Posts: 58
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Quote:
Rome wasn't built in a day. same for command and conquer, or any other strategy games out there. This is a game of strategy, repeat strategy, Not Survival horror, send all you got but the kitchen sink at your enemy, and hope for the best. You have to make decisions, deploy troops acordingly, form organized attacks, build your defences first, attack after. There are numerous missions where you start with nothing but the construction yard, while the enemy has already an entire base built. So what are you going to do, knowing the enemy will start attacking you straight away? ...and baring in mind you cannot infiltrate the base, because... again, the enemy has already it's defences up? Are you going to attack? it's nonsense! You have to build your defences first! If this was resident evil, or silent hill, yes I would agree with you and say, you have to be fast and think attack, attack, attack. Sure, online you have to be fast; but that just spoils the whole purpose of the game. I want to have pleasure spending hours playing the game, not five minutes. Enough said.
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Humanity is a Work-in-Progress! Last edited by Nelsoncarmo26; 25-10-2008 at 03:34 PM.. |
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