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PATCH v1.12.6 by Chris880 Here at CNCNZ.com, we value community contributions, particularly those which improve existing games. Thus, we support unofficial patches by the community. The Red Alert 3 1.12.6 patch was made and tested by Chris880 with the help of GameReplays' Red Alert 3 staff. This patch was made mainly in order to fix bugs and improve performance of the game. It is distributed in the form of map packs that have the changes (seen below) applied, and run on top of the regular 1.12 version to enable quick switching back and forth without having to leave the game. In CNCNZ.com game nights, this will be the selected patch for multiplayer (unless mods are used). An important warning: these maps do not transfer in the multiplayer lobby, meaning that all players need to download and install the map packs manually. Below are the links to the latest build, as well as the full changelog. Download link Original thread Installation instructions The map packs installed through the installer, to the Red Alert 3 directory. To uninstall them, simply delete that folder. v1.12.6 changelog Fixed a bug where the Wave-Force Tower displays Defender-VX debris when destroyed on water. Fixed Empire and Allied Tech lights. (Credits to the Chinese modding community) Fixed a bug where frozen tanks can still crush infantry when they get too close. Fixed a bug where Tesla Coils do not fire at all sometimes. Fixed a bug where Bears could kill burrowed Tankbusters. Fixed a bug where Terror Drones sometimes do not damage infected units. Fixed a graphical bug where Defense Bureaus do not display proper debris when destroyed over water. Fixed a graphical bug where Flak Cannons, Defender-VX, and Wave-Force Towers rotate their turrets before finishing unpacking. Fixed a bug where Terror Drones disable the Athena Cannon's shield. Fixed a bug where Multigunner Turrets, Sentry Gun, Wave-Force Towers, Spectrum Towers, and Defender-VX can still fire while being sold. Fixed a bug where units were unable to attack certain wall segments, unless you destroy the segment next to it. Fixed a graphical bug where the Soviet Airfield displays its yellow light animations before finishing unpacking. Fixed a bug where MiG, Striker-VX, and IFV AA missiles do not damage an Assault Destroyer using a Black Hole Armor. Fixed a bug where Outposts provide build radius before finishing unpacking (Special thanks to PDZ of the Chinese modding community) Fixed Oil Derrick and Dry Dock animations. (Credits to TX1138) Fixed Empire EVA when capturing Oil Derricks and Observation Posts. (Credits to TX1138) Fixed Soviet Tesla Trooper's behavior when charging Tesla Coils. Fixed a bug where infected Nanocores can still unpack. Fixed a bug where Terror Drones disable the Assault Destroyer's Black Hole Armor. Fixed a bug where IFV missiles do not damage Tengus/VX or any aircraft that are landing on the ground. Fixed a bug where units that are stunned by a Terror Drone, paralyzed by a Rocket Angel, or affected by an EMP missile, can still crush units when they get too close. Fixed a bug where shrunk MCVs can crush other units. (Banned exploit) Fixed double shrink bug. (This means that if you shrink a unit with the normal shrink ray, and then you get the High Technology upgrade, you will be able to shrink a unit that is already under the effect of the normal shrink ray, however it will have no effect. This only has to happen once.) Fixed a bug where the Guardian Tanks' target painters can stack their effect. (From now on, the target painter that is pointed first will take effect, and the second painter is nullified.) Fixed a bug where Assault Destroyers do not absorb Tanya's fire. Applied a fix that will prevent Subs and ships from getting stuck on shores on Infinity Isle. (This bug seems to occur most frequently on this map, hence this map was the first chosen to have this fix.) Fixed a graphical bug where the Cryocopter's shrink ray can make units visually bright. Fixed a bug where Tanya's and Natasha's weapons do not damage the Assault Destroyer when they are absorbed. (The damage dealt is minimal.) Fixed a bug where the Assault Destroyer's Black Hole Armor can absorb the Proton Collider's fire. v1.12.5 changelog v1.12.4 changelog v1.12.6 graphical changes Removed a good number of particles from the Soviet, Allied, and Empire Power Plant destruction. Removed fire/smoke trails that were attached to the debris of the Power Plants, including the Super Reactor as well. Removed the explosion effect for the Soviet and Allied War Factories (changed back to their usual smoke effect) Removed the big flame effects displayed on Super Reactors when critically damaged (restored to original effects) Removed mushroom explosion for Empire Power Plant (replaced with a standard flame effect) Removed large flame/smoke effects displayed on Allied Construction Yards in red health (restored back to original effects) Removed the green light from Imperial Construction Yards. Removed the big flame effect that was displayed on the Vindicator's and the Soviet Apocalypse Tank's debris. Removed the giant water ring effect caused by the Assault Destroyer's depth charge. Fixed MIRV effect for the Soviet V4 rocket. (The missile no longer displays a very saturated mushroom cloud, and the heroic effect no longer gets mixed with the original) Fixed Heroic Tsunami Tank's effects. (No longer displays a mixed effect between blue and orange, now heroic ones display just orange effects for their shells.) Fixed Heroic Vindicator's bomb effect. (No longer displays original effect + heroic effect at the same time) Fixed Allied Power Plant unpack animation. Fixed Iron Curtain specular map. Fixed Allied Refinery unpack animation. (No longer displays the water platform when unpacking on land.) Fixed Allied Barracks specular map. Fixed a slight visual bug where the Cryocopter's cryo beam flickers. Flame effects displayed on units/structures in red health state reduced back to their original size. Psionic Decimator given a light effect. Tankbusters given a light effect for their lasers. Peacekeepers with Riot Shields now display blood when attacked from the side or back. Super Reactor given a water splash effect when destroyed over water. All building animations will stop playing once the corresponding building is hit by an EMP missile. Heroic Stingrays given a new effect. Allied Blackout Missile given a target decal. (Purely visual, the original effect radius remains unchanged.) Minor changes such as changes in particle count, size and color saturation in small effects, sounds, and changes that are too small to list here. The following changes are inspired by TX1138's Revolution mod, hence he deserves the credit for these effects: Twinblades given a firing effect when launching rockets. Proton Collider given a light effect. Dreadnoughts now display a smoke effect when they sacrifice launchers. Heroic Flak Troopers given a recolored weapon effect. Allied Blackout Missile given a new effect. V4 launchers given a smoke effect when launching a missile. Allied Harvester and Riptide ACV given a water animation effect over water. Improved Vacuum Imploder effects. Natasha's bomber given an explosion effect upon detonating its projectile. Soviet Battle Lab given smoke effect animations. Super Reactor and Vacuum Imploder given a big scorch mark upon exploding. Hammer Tank, Guardian Tank, and Assault Destroyer given heroic effects for their weapons.
PATCH v1.02+ by CrazyGDIFan123` Here at CNCNZ.com, we value community contributions, particularly those which improve existing games. Thus, we support unofficial patches by the community. The Kane's Wrath 1.02+ patch was made by the CrazyGDIFan123` (a.k.a. CGF123), with map contributions by Predatore, Zypherbullet, and Technique. It is distributed in the form of map packs that have the changes (seen below) applied, and run on top of the regular 1.02 version to enable quick switching back and forth without having to leave the game. In CNCNZ.com game nights, this will be the selected patch for multiplayer (unless mods are used). An important warning: these maps do not transfer in the multiplayer lobby, meaning that all players need to download and install the map packs manually. Also, mixing different versions (e.g. Release 5 map pack 1 with Release 6 map pack 2) will cause compatibility issues when playing or observing. While a patch form that affects singleplayer and all multiplayer maps exists, it is mainly unsupported and the latest build seem to be broken. Either way, do not apply this patch at the same time as the map packs. Below are the links to the latest build available at GameReplays (no other variations are permitted on C&C:Online), as well as the full changelog (verbatim). Download links: Release 12d (9 Oct 2017) - Map pack 1 - 1v1 maps Release 12d (9 Oct 2017) - Map pack 2 - 2v2 maps Release 12d (9 Oct 2017) - Map pack 3 - 3v3, 4v4, and Control Zone maps Changelog BUGFIXES XP bug/inconsistencies fixed for various units. Fixed MoK Cyborg EMP bugs. Fixed R17 Tripod charged reserves bug. Phase Field timer no longer freezes when the Phased unit is EMP'd. Fixed Shadow glider/attack bugs. Shadow/Specter bombard beacon placement and cursor radius bug fixed. Specter bombarding no longer kills friendly beacons. Mechapede segment mixing bugs fixed. Mechapedes can now use rallypoints. Fixed disproportionate money gained from Hexapod killing a Mechapede segment. Fixed BH/MoK Fanatics dealing lower damage than vNod. Fixed Stormrider damage vs certain subfaction units (Pitbulls, APCs, MRTs, Wolverines, Bikes, Stealth Tanks, Gunwalkers, Seekers) to match that vs respective vanilla faction units. [25% damage decrease vs these subfaction units] Subfaction heavy infantry (T59/R17 Shocktroopers, Zoneraiders, BH Blackhands, Tibtroopers, ZOCOM/MoK Commando) no longer take full damage from Cloaking Field. Fixed bug exploit with Epic units being affected by Prodigy AoE Mind Control. Scrin/R17 MCVs can now be teleported by Mastermind/Prodigy. Ion Storms no longer prevent placing of buildings underneath. Units teleported via Mastermind to an Ion Storm are no longer killed. Subfactions' base defences can no longer be mind-controlled by MM/Prodigy. Snipers no longer attack vehicles and structures. Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly drones. Fixed target priorities for Hammerheads, Seekers, Devastators, Fanatics. ZT/ZR jumpjet ability now uses Commando/Blinkpack style cursor. Jumpjetting ZT/ZR no longer crushable by T3 units. Scannerpacks ungarrisoned range bug fixed. Corrupters, Flame and Sonic weapons can now kill friendly husks via force-fire. ZOCOM Shatterer Overload Beam wave speed increased to match regular wave. Ravager Tiberium Agitation now also affects vScrin Devourers and Corrupters. Veteran Snipers can now spot for Juggernauts from within transports. Fixed slower harvesting rate for ZOCOM/ST Harvesters. Fixed health inconsistencies with ZOCOM/ST Ox transport. Fixed invincible controllable Ox transport exploit. Fixed reload sounds for Hardpoints upgraded GDI Orca/Firehawk and ZOrca. Fixed Tib Vein Detonation money deduction bug. Fixed bug with Redeemer getting stuck when attempting to garrison it with a lone Confessor or Disciple from an upgraded squad. MoK Avatar husks now correctly spawn MoK Avatars. MoK Bikes can now be commandeered by Avatars. ZOCOM Conyard now properly spawns ZOCOM Riflemen and Engineer when sold. Fixed ordering of upgrade buttons on ZOCOM and ST Command Posts to match vGDI. Heroic Tungsten Slingshots now have red shell tracers. Tungsten impact particles no longer appear at lowest graphic detail settings. Delays on several abilities reduced: Jumpjets, Rig/MCV packup, Flametank/Mantis preattack delay, Orca Sensor Pod deploy delay. Fixed Tib Spike collision box to prevent shoot-through bug. Slight tweaks to some unit movement behaviors for better response (smaller turn radii, slightly quicker acceleration/braking times). New visual effects for Railgun Accelerators, fixed Kane Edition 'Pink' Juggernaut texture bug. MAP CHANGES/FIXES (available in Map Packs only) Fixed inconsistent build and passable terrain on Unsound Investment. Slightly re-positioned start fields and nearby props on Tournament Dustbowl for more fairness between the two player positions. Reworked Subways on Battle for Middle Egypt. BALANCE CHANGES Global Repair Drones can now repair allied units in team games. GDI Global Stealth detection range for Sensor Pods attached to vehicles reduced 30% Sniper Team deals 2x damage to Black Hand Disciples (making them one shot them) Steel Talons MRT now has targeting cursor, infantry evacuation button and more responsive repair drone. Movement speed normalized with that of APC. Repair radius increased as per notes Titan deals 50% extra damage vs Mechapedes Railgun Accelerators cooldown reduced 210s to 60s. No longer affects enemies EMP Grenades upgrade available at Command Center (requires Tech Center), cost/upgrade time $1000/45 seconds Nod Global Shadow Team Strike support power now spawns Shadows with a 5 sec delay Reckoner speed reduced 120 to 105, GUN armour vulnerability reduced 55% to 40% Tiberium Vein damage per second reduced 100 to 60, cost reduced $4000 to $3500 Catalyst Missile leaves GDI/Nod harvesters heavily damaged (cannot one shot kill from full health) Black Hand Confessor pre-upgrade gun range reduced 325 to 300 (matches Charged Particle upgrade range) Drafted Confessor squads have 4 members (previously 6) Fixed Confessors not detecting stealth, fixed Confessor XP MoK Awakened squad/member ranges tweaked for better consistency. Overall attack range increased 20%. Scrin Global Seeker GRENADE armour vulnerability reduced 50% to 40% Gunwalker/Shardwalkers deal 3x bonus vs Cultists Traveler-59 Disintegrator GUN armor vulnerability increased 75% to 85% Prodigy health reduced 20% Neutrals Mutant Marauders range increased 20%, attack damage increased 10%. Cannon armor resistance doubled (normalised with other infantry). Now stealthed while moving in Tiberium. Mutant Hovels health increased 50%, repair rate increased 4x. Mutant spawn/exit time removed.
PATCH v1.06 by the H2 Clan Here at CNCNZ.com, we value community contributions, particularly those which improve existing games. Thus, we support unofficial patches by the community. The Zero Hour 1.06 patch was made and tested by the H2 Clan (Yumi, Sparky, AngryHan, j4m3sb0nd, Tr][ky, lionheart, Star Ocean, ReLaX, bliNd-, ^spAmmAAjA^, spalding; with AngryHan credited for the INI coding and ReLaX for maps). This patch was made in order to fix bugs and resolve balance issues that remained in 1.04 (the last official version) and the 1.05x series of unofficial patches that preceded it. In CNCNZ.com game nights, this will be the selected patch for multiplayer (unless mods are used). Below are the links to the latest build from 22 August 2008, mirrored at our website, as well as the full changelog (verbatim). Mirroring of files and information done with explicit permission given by Sparky. Download links: Original thread CNCNZ.com mirror - ZIP CNCNZ.com mirror - installer Installation procedure: 1. Extract the ZIP/RAR file (containing the Patch1.06.big file) to: Windows XP: C:\Documents and Settings\<user>\My Documents\Command and Conquer Generals Zero Hour Data Windows Vista and later: C:\Users\<user>\Documents\Command and Conquer Generals Zero Hour Data 2. Create a shortcut to your generals.exe (the one in the Zero Hour folder, not original Generals). If you do have a ZH shotcut already, copy/paste it and rename it. Locate this ZH folder somewhere inside the TFD folder or where you placed it along the "advanced user" installation (in the case of). (Note: One can have as much patches one wants simultaneously, by making an analoge procedure. Just make sure you have the proper .big file and a correspondent shortcut. Each shortcut can point to each of your patches). 3. Open shortcut properties. Add this line to the Target box "-mod Patch1.06.big", without the quotes. The final result should be like "<path to ZH folder>\generals.exe -mod Patch1.06.big". 4. And voilá! Use the shortcut to play ZH 1.06. Make sure to go into options to see if the right version is properly loaded. Play fair and tough.