Command & Conquer™ Red Alert™ 3

Command & Conquer™ Red Alert™ 3

disable Super weapons
can someone pls explain how to deactivate sw ? I know there are some mods like shock therapy or revolution but i want to deactivate it for any mod .There must be a little file or script that can be placed in the game data .Or some modder can explain how it works? Its absolutely annoying to play with SW no fun every 5 minutes u must care about the sw buildings i want to turtle and fight the war on conventional way build huge armies to roll against the enemy.How the hell they couldnt implement this little option is it so hard to do that? allmost all other C&C titles have this option why not RA3 for god sake:ss13down:
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I know this is an old question, but in the event anyone else is looking for an answer... I don't believe you can on the steam version. I had RA3 hard copy, and I was able to use a "noswmod" (no super weapons mod) to disable them - but I couldn't seem to get that mod to work for the steam version. Not sure why that is, but it's pretty stupid because the game is a lot more fun in my opinion, when you disable the constant super weapon use - at least against AI. Obviously, there's no option to do this in-game.

...what a waste.
I'm currently searching for a way to enable multiple mods at once (so I can run upheaval & no superweapon mod).

This mod seems to work for me though, have fun

https://www.gamereplays.org/community/index.php?showtopic=591494&mode=threaded
If you can't end a brutal enemy before their first super weapon launch, you pretty much already lost - not from the SW damage, it's not too devastating - but because stalling with a brutal into late game means you'll eventually fall for their unit spam. Seriously though, people rarely use super weapons in competitive gameplays. SW's are very, very underwhelming.
Bantocks eredeti hozzászólása:
I'm currently searching for a way to enable multiple mods at once (so I can run upheaval & no superweapon mod).

This mod seems to work for me though, have fun

https://www.gamereplays.org/community/index.php?showtopic=591494&mode=threaded

You pretty much can't at this point in time.

The sage engine files would conflict with one another in almost all cases due to the way the modding skudef and big files work, though if you had the source you could fairly easily with some Lua. ;)

Source: Made Tiberium Dusk, a mod for Kane's Wrath.
€xCaL!BuR VipeR78 eredeti hozzászólása:
allmost all other C&C titles have this option why not RA3 for god sake:ss13down:

To answer that: They don't want you to play turtle. The use of superweapons are meant to break turtlers, the option to turn it off would only be favoured by turtlers.

I mean, look at Red Alert 2 for example, the community is divided where one group loves SW and another wants it off and they avoid playing with each other. Then the games where SW is off ended up in a boring turtle camp fest as this "strategy"'s weakness is removed. And in YR, Soviet is brokenly underpowered against Yuri without Iron Curtain.

I've seen people said this on how it would break the games and the already-small C&C community, some people think SW off is a turtler-biased option. Anyway, if people are turtling, then they would be at disadvantage already not to the superweapons, but for camping long enough to let the enemy tech up - where not only SW are built, they would probably have a large army that is more of a threat than the SW. The SW is just support to the main army (as in any C&C game).

Off course, there's nothing wrong to mod the game to your own liking if you want to play offline skirmish. They just don't want no-SW games to be part of the official game.
catcatcatcatcatcat eredeti hozzászólása:
€xCaL!BuR VipeR78 eredeti hozzászólása:
allmost all other C&C titles have this option why not RA3 for god sake:ss13down:

To answer that: They don't want you to play turtle. The use of superweapons are meant to break turtlers, the option to turn it off would only be favoured by turtlers.

I mean, look at Red Alert 2 for example, the community is divided where one group loves SW and another wants it off and they avoid playing with each other. Then the games where SW is off ended up in a boring turtle camp fest as this "strategy"'s weakness is removed. And in YR, Soviet is brokenly underpowered against Yuri without Iron Curtain.

I've seen people said this on how it would break the games and the already-small C&C community, some people think SW off is a turtler-biased option. Anyway, if people are turtling, then they would be at disadvantage already not to the superweapons, but for camping long enough to let the enemy tech up - where not only SW are built, they would probably have a large army that is more of a threat than the SW. The SW is just support to the main army (as in any C&C game).

Off course, there's nothing wrong to mod the game to your own liking if you want to play offline skirmish. They just don't want no-SW games to be part of the official game.

Ok thats a good point but if they would implement just a little button for SW on and off what would be the problem? if people like it they turn it on if not people turn it off problem solved.Or at least an anti nuke rocket building like in supreme commander. Its ♥♥♥♥♥♥ up cant do anything against a nuke hitting ur base but this is just my opinion.
From a game design point of view, Super Weapons play a crucial role in the game's counter system by keeping relentless turtling in check, and prompts more aggressive & exciting plays / risk-taking from the opponent once a timer is set (almost serving as a stalemate breaker). Not to mention the diverse array of strategies they enable. Super Weapons are extremely underpowered in competitive, even after the devs halved the production costs of SW in a patch years ago. Most of the time, Super Weapons are just a large investment you could have spent on expanding your economy or building a larger army instead.
Most skilled players would not give you the chance to charge up your SW, especially considering SW aren't unlocked until late-game. Even if a SW is unleashed, its impact is far from devastating, unless you successfully catch the majority of your opponent's army with the blast.
So don't be intimidated by SW's at all - They're close to useless in the eyes of decent players.
Legutóbb szerkesztette: XYHC; ápr. 17., 18:34
XYHC eredeti hozzászólása:
From a game design point of view, Super Weapons play a crucial rule in the game's counter system to ensure a diversed pool of viable strategies. Super Weapons are extremely under-powered in competitive gameplay, even after they halved the production costs of SW in a patch years ago. Most of the time, Super Weapons are just a large investment you could have used to boost your economy or expand ur army. Most skilled players would not give you a chance to charge up your SW, especially in late game where SW are unlocked. Even if a SW is unleashed, its effect is far from devastating, unless you successfully catch the majority of your opponent's army. So SW needs to be buffed hard, if there would ever be another balance change, as there hasn't been one in a decade. And don't be intimidated by SW's at all.

This.

In some cases like in C&C3 / Kane's Wrath some of the supers are outright useless too, take the Ion Cannon for example, telegraphing its entire attack and having a smaller splash radius than the others.
There is no fix to disbale sw yet?.
i found only how to disable superweapons on additional maps, using map editor, if anbdy is interested how to do so, i can explain
Dushnila eredeti hozzászólása:
i found only how to disable superweapons on additional maps, using map editor, if anbdy is interested how to do so, i can explain


How did you do this
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