Jump to content. You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality. With the Ultimate Collection version of Red Alert 3, you actually don't need to apply the 1. This digital version of the game, as well as the Steam version, do not require the 1. To fix the registration code issue, simply tell Origin to repair your Red Alert 3 game installation--that 1.
Just go into your Game Library in the Origin desktop app, right click the game, and select the "repair" option. The links for the fixed launchers have not been updated yet; the old solution had to be removed per the creator's request. You may still be able to find a copy of it somewhere they're Bibber's fixed launchers , but they're very scarce.
However, I've created my own fixed launchers that pretty much do the same thing as Bibber's old ones. Enemy tanks with the Terror Drone Surprise upgrade will no longer spawn a terror drone when killed by Tanya, as this would kill her instantly.
Desolator strikes and Chronospheres will no longer affect repair drones. Time bombs can no longer be cast on walls.
Amphibious units may now be sent into a friendly crusher crane on land or at sea. Structures that were under repair when captured will no longer be under repair for the new owner. If a player has multiple Twinblades selected but not all are garrisoned, pressing the secondary ability button will now only cause the garrisoned Twinblades to descend. Blocked an exploit that gave the Bullfrog's secondary ability the man cannon unlimited range. Blocked an exploit that allowed the Javelin to remain locked-on while moving or when the target goes out of range.
Blocked an exploit that allowed unlimited camera zoom-out in online play. Blocked an exploit that gave a Hammer Tank unlimited Toxic Corrosion. Balance Changes Added a smoke flare delay when using the Magnetic Singularity support power. The IFV base defense is now more vulnerable to cannon damage.
If a King Oni uses his bull rush secondary ability while shrunk by a Cryocopter's S. In multiplayer matches, Allied and Soviet players may now dock their aircraft at any friendly airfield, regardless of faction, to refuel and reload. User Interface Enhancements Added the ability for hosts to select a random tournament map when playing in a custom match with 2 or 4 players. Players will see the Random Map option on the Map Selection list. Added a community news window that is displayed on game launch.
This window can be disabled by selecting "Do Not Show Again" on the news window. Added a Spanish multiplayer lobby. Bug Fixes Units will no longer occasionally animate incorrectly when crossing a bridge.
Fixed an exploit that allowed players to create health, money, or veterancy crates. Fixed a crash caused by saving while a Magnetic Singularity was active on the map. Updated the credits. Balance Changes Parachuting drop speed has been increased. Allied Vindicator unupgraded reload time increased to 10s from 5s Allied Vindicator upgraded reload time increased to 7s from 3. Allied Apollo speed reduced to from Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.
Allied Multigunner Turret Peacekeeper Garrisoned has had its accuracy increased. Allied IFV cost reduced to from Allied Aircraft Carrier drone health doubled. Allied Assault Destroyer build cost reduced to from Japan Imperial Warrior armor penalty while Bonzai Charging removed. Japan Balloon Bomb reload time now increases based on its level. Japan Final Squadron reload time now increases based on its level. Japan Defender-VX base defense transform cool-down time reduced to 2 seconds from Japan Barracks Egg cost decreased to from Japan Barracks T3 upgrade build time reduced to 30s from 60s.
Japan Power Plant cost reduced to from Japan Naval Yard T3 upgrade build time reduced to 30s from 60s. Japan War Factory T3 upgrade build time reduced to 30s from 60s. Japan Mainframe Core build cost decreased to from Japan Mainframe Core unpack time increased to 30s from 16s.
Japan Shogun Battleship health reduced to from Soviet Bullfrog Man-Cannon launch speed increased. Soviet Tesla Trooper pre attack delay reduced by 1 second. Soviet MiG speed reduced to from Soviet MiGs now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos. Soviet Ultratorpedo damage reduced to from Damage now tapers to at the edge of the blast radius. Soviet Twinblade health reduced to from User Interface Enhancements 2v2 automatch now allows players to specify a teammate for ranked 2v2 matches.
Added support for Elo ratings, a score that starts at and rises or falls based on wins and loses. This allows players to more accurately gauge their opponents' skill level. Automatch now allows players to specify how much their opponents' rating may differ from their own, ensuring competitors are adequately similar in skill.
Your personal ladder rank and rating for both 1v1 and 2v2 ranked games is now displayed on the automatch screen. All players' ladder ranks are now displayed on the loading screen. Added 1v1, 2v2, and 3v3 lobbies. Added "Player Defeated" audio events for games involving 3 or more players The friends list is now sorted alphabetically. Clicking a player's name in a multiplayer lobby will now start a whisper to that player.
Hovering over a player's name in a multiplayer lobby will now also display that persons 1v1 rating. Modified the text displayed after a player disconnects to advise that grievances be filed in the sticky thread at the official Red Alert 3 forums. The multiplayer login screen will now remember your last successful username and online ID.
The game will now check for patches at startup, and not just when playing multiplayer. Fixed a bug that would cause the game to crash when left idle in a high population online lobby for an extended period of time.
Fixed a bug that caused garrisoning units to follow a twinblade from the ground if a stop command was given to the twinblade during the garrison. Fixed an exploit that allowed walls and wall hubs to be built on spaces occupied by enemy infantry. Fixed an exploit that allowed multiple walls to be built simultaneously. Fixed an exploit that granted credits and an engineer without destorying the MCV when sold.
Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift. Fixed a desync that may have occured while loading an online co-op game. Other Changes Updated the credits. Fixed an exploit with the Soviet Crane where structures could be built for free under low power. Balance Changes During Skirmish and Multiplayer games, Engineers will now take several seconds to successfully capture a structure.
During this time the Engineer will be vulnerable to attack. Reduced the power requirement for the Empire of the Rising Sun Refinery from 55 to Reduced the cost of the Allied Harvester from to The Allied Refinery's sell price has been increased from to The Mecha Tengu's anti-air weapon damage has been increased from 15 to The Vindicator and Century Bomber will now properly receive the additional ammo if grounded when Advanced Aeronautics is purchased.
Units in aggressive stance will now auto-acquire enemy Tank Busters in their spider holes. Fixed an exploit where players could get two infantry units out of a Power Plant when selling it. Construction Yards will now spawn an Engineer when destroyed. Construction Yards will now spawn an Engineer when sold on the water. Akula Subs will now be much easier to target as they surface to fire.
The Soviet Ore Collector now has a proper cooldown time on its secondary ability. The Soviet Super Reactor will now damage aircraft when destroyed Fixed a bug where the Hammer Tank was not receiving a damage increase on its Leech Beam after attaining veterancy. The King Oni will now perform a melee attack when attacking enemies nearby, which will also cause meta-damage to infantry. Currently working features: Hosting, joining and playing games Chat Buddy system Statistics via Shatabrick.
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