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Red Alert 3 Patch 1.05 & Worldbuilder Coming Soon

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Patch version 1.05 for Red Alert 3 will be made available for download sometime next the 24 hours according to this announcement posted by APOC on the Official C&C Forums. Mostly notably this patch will include the DRM De-authorisation tool and the long awaited Worldbuilder will also be made available as a direct download from the Official C&C Site as well. Patch 1.05 will be a required update in order for the Worldbuilder to work. Listed below are the major highlights for this huge Red Alert 3 patch.

  1. DRM De-authorisation - if you've maxed out at 5 machines, you can easily de-authorize any installation in-game with a few simple clicks. You won't have to worry about going through any special websites or requests, we're giving you the power in-game.
  2. Balance exploit fix – Added capture delay on Engineers
  3. Balancing Allies vs. Empire of the Rising Sun --- Specifically tuning Allied aircraft rush against Rising Sun
  4. Added the ability to see player’s stats in the online lobby
  5. Added Co-op lobbies - so you can easily find your next best-friend-co-Commander
  6. Official Release of Red Alert 3 Worldbuilder - will be available for direct download on our website, you must be updated to 1.05
  7. A critical list of balance and technical changes
If you you want to read the entire list of balance and technical changes, you will find the patch notes posted in this thread on our forums. Click here for APOC's original renouncement.

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  • Balance exploit fix – Added capture delay on Engineers

NOOOOOO!

 

I DETESTED that in KW, and now they're adding it to RA3? That's just lame.

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great patch huge changes amazing addons

so what are you waiting for go get it from here the english Standalone version ;-)

 

its nice to snif arround :P

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i dont get it? what does that do?

When you send an engineer to capture a structure he will now wait for a few seconds before entering and capturing it.

 

Patch is available now, full details, and download link here http://forums.cncnz.com/index.php?showtopic=11027

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NOOOOOO!

 

I DETESTED that in KW, and now they're adding it to RA3? That's just lame.

I concur. I was disappointed to see this is the patch article.

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Loving the DRM De-auth, real nice

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Does anyone know where I could send an informative e-mail about the lameness of the engie delay? Do I just send it to APOC? I doubt it'll do anything, but I can at least voice my opinion.

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yeah the engineer delay is useless imo, but i guess competition balance takes precedence over fun. sigh

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Yeah but all factions have engie's so it balances nothing putting a delay on all of them

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Maybe they're aiming for a bit more realism. "The engineer has to pick the lock to get into the building" :P

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It was added because noobs who can't play, get pwned by engi rushes early. So now they get a few seconds to sell up or undeploy. :S

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they should do this instead...let the engie go in striaght away, but the building isnt taken over for another 3-5 seconds...maybe add some gunshots echoing from inside the building like they had in that glorious mission from RA

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Noobs should learn to DEFEND THEIR DAMN BASES!

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The engineer is already slow and unarmed, if the player can effectively micromanage it - I think they shouldn't be handicapped any further. My understanding was that the delay was introduced because defending players could not effectively halt the rush even when they knew about it. I think it was explained in one of the earlier BCPT episodes.

 

I don't like the engineer capture delay tactic myself, but I wouldn't mind it being an option in skirmish/online play.

I wish there were a whole lot more options in the setup actually...

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