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CnC Holland Generals Challenge (Marine General) #6: vs Townes

Hard difficulty Another upload so soon? Yeah. My favorite tactic exclusive to this mod makes a massive comeback! Covert Training+Insertion Force lets me capture Townes' base from the inside out. Apparently there isn't any stealth detection inside the base at all, in contrast to his entrances where there is an invisible, invincible spy drone loitering nearby. It makes conventional assault a little annoying when the AA is distracted by that invisible target. Townes, unlike Alexander, doesn't restrict his Particle Cannons to a list of targets. At least that's what I remember. I'm certain he fires his superweapons when I was playing with other mods that only add new factions like XenoForce. Maybe I attacked him too early before his superweapon scripts activate? You can try CnC Holland for yourself here https://www.moddb.com/mods/cnc-holland The Generals Challenge campaign is bugged because the mission ending script won't activate if you play as any of the Dutch generals. An easy solution is trying the patch here: https://www.moddb.com/games/cc-generals-zero-hour/downloads/guardiantempests-generals-challenge-compatibility-patch This patch works best for mods that only add new factions and doesn't modify the existing generals. You still have to adjust ChallengeMode.ini and Campaign.ini (which this mod already did).

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год назад
12+
16 просмотров
год назад

Hard difficulty Another upload so soon? Yeah. My favorite tactic exclusive to this mod makes a massive comeback! Covert Training+Insertion Force lets me capture Townes' base from the inside out. Apparently there isn't any stealth detection inside the base at all, in contrast to his entrances where there is an invisible, invincible spy drone loitering nearby. It makes conventional assault a little annoying when the AA is distracted by that invisible target. Townes, unlike Alexander, doesn't restrict his Particle Cannons to a list of targets. At least that's what I remember. I'm certain he fires his superweapons when I was playing with other mods that only add new factions like XenoForce. Maybe I attacked him too early before his superweapon scripts activate? You can try CnC Holland for yourself here https://www.moddb.com/mods/cnc-holland The Generals Challenge campaign is bugged because the mission ending script won't activate if you play as any of the Dutch generals. An easy solution is trying the patch here: https://www.moddb.com/games/cc-generals-zero-hour/downloads/guardiantempests-generals-challenge-compatibility-patch This patch works best for mods that only add new factions and doesn't modify the existing generals. You still have to adjust ChallengeMode.ini and Campaign.ini (which this mod already did).

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