Crates as power-ups are not present by default in Renegade, as the player only encounters weapon drops and direct health and armor power-ups in both the campaign and vanilla multiplayer; some modded servers may provide power-up crates on custom multiplayer maps. In Generals, UN Crates do not provide any power-ups other than cash bonus.
A free "BattleCast Viewer" is available for download from the official C&C website. This viewer will allow for people who do not own the game to watch others playing.[8] Player may also download custom maps.
command and conquer 3 custom maps not showing
Play against AI teams with controllable difficulty levels in Skirmish, or go up against other players in Quickmatches. Join custom game lobbies for multiplayer matches, or host your own where you can set the rules and choose the maps.
General The starting setup on most of maps in Empire Wars game mode now includes 2 farms and farmers, 5 herdables and 6 shepherds, 4 foragers, 12 lumberjacks, and 4 gold miners. On specific maps, the assignment of food gatherers can differ.
Also removed the chance of very distant secondary sheep and deer spawns.
Map Balance Gold Rush:The starting gold mines now spawn further apart from each other.
Bases are now more open and spawn without forests in front of them.
Forests are now generally further away from TCs.
Players now spawn slightly closer to the center of the map.
The center of the map is now more central for players to be fairer for everyone.
The hill in the middle of the map with the gold in it is now more prominent.
The gold inside the central hill now features 5-tile gold piles and twice as many of them. However, the total gold is approximately 15% lower and is more scattered around.
Also removed small lakes from spawning to better secure starting forests for players.
Golden Pit:Deer and other objects no longer appear on Death Match and infinite resources.
Team Islands:Removed the possibility of connected team islands.
Random Map Scripting The maximum value in rnd(min,max) is now inclusive.
Added min_connected_tiles parameter for object generation to determine the minimum amount of adjacent tiles required for the group to place tiles.
Generating random maps with direct_placement in the scenario editor no longer breaks future random map generations in the same editor session.
actor_area_to_place_in no longer disables max_distance_to_players.
force_placement in small actor areas no longer produces excess objects.
place_on_forest_zone now correctly places buildings larger than 11 tiles.
set_avoid_player_start_areas now allows using a distance parameter.
Added guard_state parameter for player setup, which can set if an object must be protected to get a resource trickle or avoid defeat.
Sea Walls now properly generate Sea Gates instead of Palisade Gates.
Actor areas are now optimized, so scripts using this functionality will load faster.
Added accumulate_connections command for connection generation to allow stacking connections on top of previous ones.
Fixed an issue that caused scripts using small actor areas to occasionally fail to spawn the desired number of objects.
LOBBIES & MATCHMAKING
For most shopkeepers, the text that is shown above their head is inconsistent with that show in chat; frequently showing "Now that you're here, maybe youll buy some of my" above, while the chat reads "At last, a customer! I'm eager for your business." instead.
The Heads-up display or HUD, is a system for quickly relaying important information to the player and is an integral part of Team Fortress 2 gameplay. A minimal version of the HUD can be enabled in Advanced multiplayer options or through the console command cl_hud_minmode 1. Players can also modify the game's HUD files to suit their preferences (see custom HUDs). 2ff7e9595c
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