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642 downloads Uploaded: Command and Conquer 3: The Forgotten aims to bring back and tell the story of a fascinating faction. The Forgotten, featured in Tiberian Sun and Firestorm, are an ever-growing group of individuals afflicted with Tiberium-based illnesses. Detested, marginalized, and oppressed by the three superpowers, The Forgotten have begun to rally against GDI, Nod, and the Scrin. Since their story is not featured in C&C 3, the mod aims to tell it in a compelling fashion, through a deep single-player campaign, unique faction composition, and engaging gameplay. The Forgotten is also the only mod to feature high-definition Full Motion Videos, just like real C&C games, that advance the story.
475 downloads Uploaded: Map Name: Alamo Author: HawK (aka TalonHawK) Players: 8 (2 vs 6) This map is included in the TALON Mod (with an installer) which is available at How to Install maps; 1. Om Mani Padme Hum Tibetan Incantations Mp3 Download on this page. Open 'My Computer' 2. Hildegard Bingen Scivias Pdf Creator. Then open 'C:' 3.
Then 'Documents and Settings' (skip step 3 if you're on Vista) 4. Then 'yourname/yourcomputername' 5. Then 'application data*' 6.
Then 'Command & Conquer 3 Tiberium Wars' 7. Then 'Maps' 8. Open the zip/rar map file and then drag and drop the custom map's folder into the 'Map' folder. If you can't see the 'Application Data' Folder, do the following; 1. Open your control panel 2.
OPen 'Folder options' (In vista click 'Appearance and Personalization first if you aren't in classic view) 3. Click the 'view' tab 4. Click the 'Show hidden files and folders' button 5. Look for 'application data' again For more maps from the same author visit our forum at www.talonclan.com. Contact: talon_server@hotmail.com.
24 downloads Uploaded: TALON MOD v1.3 by Desecrator, Svein and HawK Overview In version 1.3 we have made what we believe is some of the boldest and most game changing adjustments to the game so far. In previous versions of the mod we made changes that really needing doing, but there were still some things that needed attention. The economy was still racing out of control and the game speed was still way too quick. You could build a base, tech up, harvest, produce units etc., all at speeds that made the game frantic and require that you did everything or else you were at a disadvantage.
We wanted to make the game less linear with players able to choose some specializations but not all. This way you aren't always facing an opponent that has every counter ready to deploy or strengths in all areas, whether that be unit upgrades, super weapons, special powers or all structures built. Added in 1.3;? Structure build times increased significantly, for the purposes of realism and to slow the game down.
This has a knock on effect that really changes how the game plays in many ways. There's more time for scouting, using infantry, tier one units, tier 2 units etc. It's not about trying to tech up in the first few minutes of a game anymore.?
Harvesters now gather at a significantly slower rate. Harvesters are also weaker to promote harassment.? Players now have to choose what they will build and in what order, and that effects the units, specializations and powers available to them for the early and mid-game.? It now takes a minimum of 10 mins to get to tier 2 and 20 mins to get to tier 3.? New radar buildings added to the game with more abilities for every faction.? Command Post / Operations Center and Nerve Center now not only unlock Tier 2 but allow all factions to use radar jamming missiles and counter measures.?
Tiers re-worked so that mid-game units and abilities are available at Tier 2 and high powered units and abilities are available later at Tier 3. An essential change with the new structure build times.? Tier 3 units (Mammoths, Avatars, Tripods) are now much tougher.? Removed the railgun upgrade from Predators and gave them a repair drone instead.? Venoms now have pulse scan upgrade ability? Increased Scrin heal rate in Tiberium? All Ion Storms detect stealth now?
Scrin shields now recharge quicker after they go down.? Mastermind can capture defenses? Many research items, upgrades and special powers moved to structures that fit.? GDI structures have more garrison slots, and have repair drones.? More Nod structures have mine defenses.? Rigs no longer detect stealth?
Much more effective Shockwave Artillery? Special powers and abilities that were over-powered have been balanced with longer reloads, higher tier placements, higher costs.? And of course we have more maps in this release that are exclusive to the mod. Of special note is Waterworks which is a 2 vs 2 map and a few maps that are setup so that you and a friend can play against more than 2 Ai.
This allows you to fine tune the challenge more (e.g. One hard & two medium). Check out Bad Odds and Last Stand. =========================================================== MAPS INCLUDED We have included some of our custom made maps as well as community made maps with the mod. Visit our website for more information about these and other maps (www.TALONClan.com)?
[=T=] Alamo *? [=T=] Bad Odds*? [=T=] Battle Royale?
[=T=] Blackout *? [=T=] BridgeFort H *? [=T=] Canyon Climax *? [=T=] Citadel Siege*?
[=T=] Destruction Station? [=T=] Downtown Disaster *? [=T=] Downtown Disaster v.2*? [=T=] Face Off**? [=T=] Hadrian's Wall?
[=T=] Kane's Cauldron *? [=T=] Last Stand? [=T=] Mirror Islands? [=T=] MegaPort One? [=T=] Mutant Mosh Pit? [=T=] Octalon *? [=T=] Octalon v.2*?
[=T=] Talooine *+? [=T=] Tiberium Square Dance? [=T=] Two L and Back*?
[=T=] The Four Horseshoes of the Apocalypse*? [=T=] The Keep? [=T=] Hadrian's Wall*+? [=T=] Waterworks? Sarajevo YZ8 (courtesy of Mr David)? Conduit Contention 2.0 (Courtesy of VonBinG)** *- exclusive to the mod.
** - Sharing as per readme: 'I hope you enjoy playing my map! Please share this round online!' + - Thanks to Krileon for scripts used in this map. (Krileon2@hotmail.com) =========================================================== KNOWN BUGS / ISSUES / SMALL STUFF?
The mod is not designed or tested for single player campaign play.? Stormriders may fly in what looks like slow motion sometimes.? Ox transports might freeze in position if they cannot airlift a unit for some reason.? Harvesters must be coerced into transports. This isn't a bug, just a limitation of what can be done. You have to call for transport and then tell the harvester to get in.? Decoy nuke will not point the same way every time so rotate your real nuke to avoid making the observant know which is which.?
Zone Troopers from drop pods sometimes stop responding to orders.? Infantry may appear to stick out of bunkers sometimes =========================================================== THANKS To our wives, girlfriends and pets for understanding our gaming needs. Overmind @ Overmind.ro Golan & Stygs @ thundermods.net NutZ @ talonclan.com for the installer and testing Generalsol, Mini_Tach, Jolly Rancher, Lancer and Raging Redneck, Flaming Firefox @ talonclan.com for testing Mr David for permission to include his map 'Sarajevo YZ8' with the mod. Everyone at ModDB who has supported us and provided feedback.
A lot of people helped with this mod and we are very grateful for everything they have done. If we have forgotten anyone or forgotten to mention a specific task undertaken, please forgive us and know that every bit of help is truly appreciated. ============================================================ FEEDBACK There will be future releases of this mod so we would appreciate any feedback you may have. Please direct this to our forum at www.TALONClan.com or to our Mod development page at Moddb.com If you want to play with others who have this mod check out our Steam page: Steamcommunity.com.