1.01 Beta of Insanity Mod
Oct 24, 2008 Patch 0 commentsThis is a beta version of 1.01. This makes the game more competitive, balanced, and changed some unit aspects.
C&C;3: Tiberium Wars continues the original Command and Conquer's canon and plot, unlike its predecessor, Generals. Classic back story established Tiberium as a powerful energy source, but dangerous to touch. An e3 video contains a scene suggesting that Tiberium is extra terrestrial in origin. Combat will take place in different "zones" of Tiberium infection (corresponding to how much of the environment is a wasteland) between the classic C&C;enemies, the GDI and The Brotherhood of Nod. Developers have indicated that the game will be highly plot based, with a story unfolding through the campaign. The developer indicates the game’s new AI is capable of adapting to playing styles. Rushing the other player forces the computer to respond with a rapid assault, while playing it will play a cold war waiting game while the human player researches advanced technologies.
4 comments by nidmeister on Apr 1st, 2008 digg this super bookmark
The Guild fires itself info Spring and Summer, after a very cold and dark Autumn and Winter. A couple of days ago, we released our 4th map pack elsewhere, and I just made it available here. We have an influx of new talented members, not just mappers, but testers and even a 2D artist too, which should hopefully raise awareness that you don't have to be a Mapper, to work in the Guild.
A short while ago as well, OverlorD released our first C&C3 map pack, which we were all very happy with, and I am making available to download shortly.
The Guild list will be Updated shortly, but first I'd Like to also announce the launch of our new Official Webstie, which can be found here: Mapperguild.com
=Hawkeye= has worked extremely hard on this website, and we are in his debt, as a result, he got promoted, there may be changes and updates in the following weeks, but it's pretty finalised now. Feel free to turn up and create an account there to receive first hand news from the guild.
The final announcement I have is that New Guild forums will appear soon, to replace the older ones, that you are all, also free to join up for general discussion, and news from the guild. However, it isn't quite finished yet, so be on the look out for that.
And that is it, Enjoy your update, and expect another Zero Hour Map Pack next month.
Mapper Guild C&C3: Tiberium Wars map pack I
Map Pack IV: C&C: Generals Zero Hour
This is a beta version of 1.01. This makes the game more competitive, balanced, and changed some unit aspects.
This is the first released version of my second mod. You can expect to see some balance changes between units, stronger tier 3 ground units, price adjustments,...
The first release of Tiberian Apocalypse. Includes several new units for the GDI, and some changes to existing ones. Also, all factions have walls now,...
Symbolizes the Scavenger faction, is quite inspirational at the same time. Enjoy the Orchestra.
Base building... tuned. Designed to give the "C&C feeling" with not too much distraction.
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I'm suprisied there isn't a World War II mod fo this game yey,There is a WWI mod and a few WW3 mods, but no World War II! XD
world war 2 is sort of boring
No it's not... It's just cliché.
our mod (Global Liberation Mod) adds to the recharge times of the super weapons. ( +10 seconds to each one, but I don't actualy know of any mod that disables them.)
if you want to try our mod the link is just above here (Version 1.7)
This is one of the greatest strategy games I've ever played. I have all the other C&C:s, including all the bonus disks.
I like how I can modify the AI to my playing style, as I like to build a huge base and just defend it against hordes of enemies. Handicaps are nice, now I can have massive battles without a sure loss. The lack of walls is annoying, but there are mods to fix this problem.
One big thing is missing, compared to earlier versions skirmish games; No superweapons mode. And thats what is currently ruining this game's skirmish mode. Anyone know a mod that can disable superweapons? I can't play against 7 enemies, if they all use superweapons on my base, which I've built with great care and designed it from scratch to look nice and real.
Can anyone make a Killzone mod for this game?
na I take back my other comment except the walls part of my other comment
this game rocks but,why didn't they put walls in it and the con yards don't make sense to me because they have little canisters in and in real life those canisters would run out.they should of put a structure called a supply center to build those little canisters.
vista has alot of bugs thats y
i having a problem. ok here is a the details. i have windos vista 32-bit. i have a nivid geforce 8860 i think or lower but not lower then the 6000 series.
ok when i finish installing it and play it. It says spooge bal blah balh something could not be found.
i don't get it??