C&C 3 questions

duragezic

Lifer
Oct 11, 1999
11,234
4
81
I recently wanted to play it so I installed it again and got the 1.09 patch. But playing it reminded me of one issue to me: In skirmish, there is no way to turn off superweapons. In fact, the Rules tab seems very limited. For all of the patches they did (decent support!), they never added a Superweapons disable option.

Anyone know a way to add a checkbox for superweapons in skirmish? I searched and found a lot of others wanting the same thing for C&C3 and RA3.

I heard that Worldbuilder can do it, but I am using it now and don't see where (it's for making maps). I checked the main install directory, My Documents, and the folder in Application Data and couldn't find any type of .ini file that would enable/disable superweapons.

Do I need the SDK? I don't want to change art or make any big mod, just toggle superweapons.

Another question: What the heck is with the GDI mission in Croatia?! You get this crappy base with no power and money, and get pummeled from all four sides constantly as well as by aircraft. After a few tries, I got my MCV back but my east flank got overrun with flame tanks and took out my War Factory.

Every mission up until this one was been quite easy on Normal. This one is tough!

Until I get a few squads of upgraded Zone Troopers, most games I supplement 1-2 watchtowers and 1-2 guardian cannons with garrissoned infantry. On the vehicle flanks, I put two missile squads in each. They rock because they are cheap but effective, and level up nicely. But they take a lot of micromanagement (especially rebuilding the garrisons when damaged) and I wonder if that is why I'm having a lot of trouble with this mission.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
Good coincidence, I haven't tried it myself but after reading your first question I remembered about a post long ago because it was from it that I found a mod which I believe would allow disabling of super weapons in C&C 3, and I found the thread and the link, and after three years the file is still available:

http://www.filefront.com/8595226/no_supr_wpns_mod.rar/

I don't know if it works with the latest path however, you might want to give it a try anyway. I for one haven't installed my C&C 3 at the moment but maybe I will soon enough and if that mod doesn't work I'll try to see if I can find one. I've tried the World Builder once, and it's cheap for a tool, it just works for multi-player maps, and we cannot edit existing maps, we can only create new ones (as far as I can remember anyway, if it has changed over time then perhaps I will try it again eventually).

By the way, if it doesn't work for some reason (due to the game's version or perhaps due to the presence of the expansion pack for instance) then you could always try to contact the mod's author, he left his e-mail address in the Readme file.
 
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duragezic

Lifer
Oct 11, 1999
11,234
4
81
Cool, thanks. It says it's for version 1.8 but I'll see if it works for 1.9. It makes a couple other changes but they're fine with me.

I may have to get the SDK anyway. I'm seeing it should be fairly easy to do some other simple, cool mods. One of which is repair foxholes which alone might help me enough on that mission in Croatia that I might not need to cheat otherwise. :)

edit: Each mod has a .skudef file which tells which game version and the data file to use. I left it as 1.8 and the game loaded fine. I'm thinking it either doesn't matter or it's using 1.8 game files (there seem to be separate .big files for each patch version). I want to use 1.9 changes so I'll have to see if that can be done, or it may be working like that right now. Hopefully I can test before I have to leave this morning.
 
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CP5670

Diamond Member
Jun 24, 2004
5,676
776
126
Another question: What the heck is with the GDI mission in Croatia?!

That was a cool mission, and reminded me of the C&C1 mission Under Siege. You have to keep repairing your defensive structures constantly. It's been a while since I played it but I think I had two watch towers each at the south and west entrances, predators at the other entrances (which had to be replaced frequently), and a few APCs and the southwest AA gun for aircraft (the others are unnecessary and should be sold).
 

duragezic

Lifer
Oct 11, 1999
11,234
4
81
Well, I played Croatia again and did a little better, including keeping all my defensive structures up till the MCV arrived. I still started to get wrecked though. Since I had the SDK, I figure a simple mod would help me finish that mission: allow GDI rifleman garrisons to be repaired, increase garrison health by 50%, as well as hold 4 squads instead of 2.

Like I said, I rely on those garrisons a lot, and maybe that's my problem with this mission, but with my simple mod that should be enough to beat it.

Edit: Doh! Of all the possible areas one could mess up, I think it's because my .skudef was wrong:

mod-game 1.9
add_big JuanSPMod.big <---- should be add-big
 
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