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RA3 EconMod and NoSW mod released
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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Mon Mar 01, 2010 4:48 pm    Post subject:  RA3 EconMod and NoSW mod released Reply with quote  Mark this post and the followings unread

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):
Unofficial RA3 Patch 1.13 mod (since no one else claims the name for it)
RA3 Reloaded 1.0 final

Last edited by purplescrin on Thu Mar 18, 2010 3:25 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 01, 2010 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

*downloads NoSW mod*

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Dibelius
Civilian


Joined: 07 Mar 2010

PostPosted: Sat Mar 13, 2010 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, here are two minimods disabling superweapons. Instead of removing them completely, however, you have an option that does it - actually the "Random Crates" rule turned into something useful. At the same time I decided to remove the random crates although both at the same time would work but not everyone likes random crates, so...

Quote:
Mod #1: NoSupW-1 (v1.0)
- Ultimate Weapons like Proton Collider are not available if "No Ultimate Weapons" rule is checked.
- random crates removed.
Mod #2: NoSupW-2 (v1.0)
- like Mod #1 but removes also Super Weapons like Chronosphere.

Give it a try if you like to toggle SW on or off with ease. Wink



NoSupW.rar
 Description:

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 Filename:  NoSupW.rar
 Filesize:  91.91 KB
 Downloaded:  335 Time(s)


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