PurpleGaga27 37 Posted March 1, 2010 Thanks to Bibber for fixing the asset resolver, anyone can now edit the values of the oil derrick, ore node and miner to work ingame without modifying overrides.xml for each RA3 map. I have released not only an EconMod for RA3 but also a mod with no superweapons to be built ingame. As for people who requested for no superweapons in RA3, here's your chance to get one, as a mod. For the EconMod changes: - Oil Derrick when captured gains 1000 credits and then gains 15 credits per second. - Each Ore Node on any map when playing skirmish/MP modes start with 42000 credits. - Allied, Soviet and Japan can now harvest 300 credits into their refineries every 10 seconds for each Ore Miner. - Money crates when collected gains 2000 credits instead of 1000. - All Ore Miners cannot be built from War Factories and Naval Yards. For the NoSW Mod changes: - The following superweapon structures cannot be built due to this mod name: Allied Proton Collider, Allied Chronosphere, Soviet Vacuum Imploder, Soviet Iron Curtain, Japan Nanoswarm Hive, and Japan Psionic Decimator. Download: http://www.filefront.com/15714131/RA3EconMod.rar http://www.filefront.com/15714141/NoSW.rar Installation: Place the mod(s) according to your OS when you opened the Windows Explorer: Windows XP: My Documents\Red Alert 3\Mods Windows Vista/7: Documents\Red Alert 3\Mods Coming soon (from me): Pre-Uprising Mod 1.0 final Unofficial RA3 Patch 1.13 mod (since no one else claims the name for it) RA3 Reloaded 1.0 final Share this post Link to post