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This total conversion for „C&C3: Tiberium Wars“ has been cancelled.
Just in time to Halloween here arrives our October news update. This time one can welcome a new building which didn’t exist in Red alert anywhere, but in C&C:RAR it should provide an early 2nd build queue for structures: the Construction Crane. Unlike CnC3, the crane can build defensive structures,
Posted by Dibelius on Oct 31st, 2007 digg this super bookmark
Just in time to Halloween here arrives our October news update.
This time one can welcome a new building which didn’t exist in Red alert anywhere, but in C&C:RAR it should provide an early 2nd build queue for structures: the Construction Crane. Unlike CnC3, the crane can build defensive structures, too. However, the crane is limited to exists once at a time. For further queues a MCV is needed.
Furthermore, the first allied unit has been finished. It’s the attack dog as you can see on the picture (it shouldn’t bother you that he belongs to Soviets, tentavely). The dog runs faster than every infantry and gives them short shrift. Due to current ambiguity about the implementation of diguised infantry, there’s no further information about other tasks of the dog.
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Yeah...why add a crane? I hoped you would transfer the classic C&C-build-style to C&C3...
Your mod will be awesome anyway, but that would have topped it off to be honest...classic C&C gameplay!
Finnaly and update... Looking nice
Keep up the good work guys, and more updates
Why a crane?
The crane allows an early second production queue, as mentioned. It's buildable once to keep the importance of the MCV. Outposts like in CnC3 are NOT planned btw.
I know...I read what you wrote...
It's just not RA, though. An early second production queue is nice, but not really C&C. At least you're not putting in outposts, thx!
How about letting the player build just defense structures with the crane? That would still be a lot closer to C&C than this.
But as I said: Your mod will be awesome anyway...