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CnC3 is horibble... it truly is


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#21 need my speed

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Posted 15 July 2007 - 06:01 PM

The trick is to make such a way as Creator, but let it come straight through the end (not so they can come in it but so they MUST mvoe past it). Then make the lonegst way as possible to the end. Now, when an alien is enar the end, sell a turret in the very beginning so they can acces the end from there, and place turret in front of the alien near the end. Repeat this all the waves and you just can't fail. Don't bother upgarding those 2 turrets as you will sell them every wave.
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#22 Pendaelose

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Posted 15 July 2007 - 10:48 PM

The trick is to make such a way as Creator, but let it come straight through the end (not so they can come in it but so they MUST mvoe past it). Then make the lonegst way as possible to the end. Now, when an alien is enar the end, sell a turret in the very beginning so they can acces the end from there, and place turret in front of the alien near the end. Repeat this all the waves and you just can't fail. Don't bother upgarding those 2 turrets as you will sell them every wave.


I experimented with this also... it works pretty well, but its not flawless, as if there are aliens near the opening you need to asell then you will be opening the line to them and they walk directly to the exit.

btw, I made it to wave70 on level 6...
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#23 Creator

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Posted 16 July 2007 - 07:55 AM

I like to have 2 of the SAMs, they have such range that they can keep any ground monster under fire for its entire stay on the map...

Fully upgraded Vulcan has longer range and greater damage than fully upgraded SAM. The only difference - Vulcan has no splash damage.

also, upgrades... 1 fully upgraded weapon will do more damage than every little gun on the map, so its best to create 1 perfect kill zone with a few upgraded guns, and just keep them corraled into that area as long as possible, and as offten as possible.

Yes, it's right. In the begining I usually concentrate all resources to upgrade one plasma turret to level 6. And it rocks. Rapid fire gun which kills with one shot. Try to upgrade turrets one after another. First of all, upgrade one turret to level 6, then upgrade 2nd turret to level 6, then 3rd one and so on.

PS: IMHO, all turrets suxx level 1-5, but they are cool when upgraded to level 6.

The trick is to make such a way as Creator, but let it come straight through the end (not so they can come in it but so they MUST mvoe past it). Then make the lonegst way as possible to the end. Now, when an alien is enar the end, sell a turret in the very beginning so they can acces the end from there, and place turret in front of the alien near the end. Repeat this all the waves and you just can't fail. Don't bother upgarding those 2 turrets as you will sell them every wave.

There is one feature. In the end they come faster than you kill them. The 84th wave comes when 78th wave is not fully killed yet.

Edited by Creator, 16 July 2007 - 08:03 AM.


#24 Pendaelose

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Posted 16 July 2007 - 08:09 PM

this evil little game has kept me from modding for 3 days strieght...
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#25 olli

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Posted 17 July 2007 - 06:16 PM

please only play it again when you relase the GLA WIP :lol: lol
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#26 Ash

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Posted 18 July 2007 - 11:43 AM

God damn...even following Creator's diagram I could only make wave 38...

Edited by Paradox, 18 July 2007 - 11:44 AM.


#27 Pendaelose

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Posted 18 July 2007 - 01:56 PM

theres a whole lot of micromanagemant involved in making it higher
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#28 Ash

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Posted 18 July 2007 - 03:04 PM

No shit. I hit like 40-something...couldn't even upgrade my 2 blue plasmas to max because I HAD to upgrade other turrets to actually thin the bastards out.

Then came the horrible helicopters. I swear to God...

#29 Pendaelose

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Posted 18 July 2007 - 03:41 PM

The trick is you start with ONE upgraded turret... preferably a plasma, place it in the center (top position), as in Creator's screenshots. Upgrade that one turret, and nothing else until its red. The only exception to this is I usualy will get 2 AA turrets up 1 or 2 upgrades... but thats all at first. Once the plasma is upgraded fully, replace some of your vulcan turrets with freeze guns.... I usualy set them slightly to the left and above the plasma, so the aliens get chilled right before they enter the plasma's kill zone. I then place another to the right and below the plasma to do the same thing again when they curve around the bend to make the second aproach to the plasma. The freeze guns are easy to upgrade, as each upgrade never costs more than 50 gold, and when fully upgraded they do alot of freeze radius, durration, and they also slow the critters ALOT. This will give your plasma gun more time to work on them. the last Freeze turret I place is about 2 rows back from the left entrance. this will both slow them down as they make thier rounds on the ground, but it also makes sure all the fliers on that side are frozen as well. (the Freeze turret to the up-left gets the top entrance.

Once you have that setup you can start working on a second upgraded plasma and improving your AA.

btw, both freeze and plasma work great on fliers.. so they are all purpose weapons.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#30 Ash

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Posted 25 July 2007 - 06:32 PM

Heh I know...I enjoyed a bit more success but those damned fliers seem to get through on wave 21 and 28...and then you get those wanky ground enemies that spawn from the gooballs...worse still when they manage to jump your defensive line.

#31 Pendaelose

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Posted 28 July 2007 - 12:34 AM

Wave 79 is my new best game so far... I just can't survive the fliers... I have 6-8 AA sites (maxed), but they still get through with over half health.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#32 Guest_Violence (Not Logged In)_*

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Posted 28 July 2007 - 11:58 AM

Glad to see I am not crazy hating CnC 3, I don't even know anyone that was really hyped about it either...
It's not that I haven't played it long enough.. Tried it on LAN 2 Vs. 2 and Campaign but couldn't stand it.

:) :mellow:

#33 Creator

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Posted 28 July 2007 - 02:11 PM

Ok guys, you can stop playing that stupid game. It has the bug. The thing is that the game generates monsters with higher speed than you can kill them. In the begining you have enough firepower and killing speed to restrain some first waves. Later the game begins to generate monsters with more health. But you build more turrets and upgrade existing ones. So, overall firepower of all your turrets is still higher than monster generating speed. And so on. But differense between monster generating speed and killing speed is decreasing constantly. And we have so-called "hell cross" somewhere around 80th wave. At first, your killing speed becomes equal to monster generating speed. And then monster generating speed becomes higher. And you have not enough money to build or upgrade any turrets in order to kill them faster. I've made some calculations and determined that not all turrets are cost-effective. The most cost-effective are white Vulcan Turret (not upgraded at all), red Plasma Turret and red DCA turret. I build the most cost-effective turrets, I reach 84th-86th wave and it's over. EIGHT red Plasma Turrets can't kill even one monster.

Better try this:
http://ru.trinixy.ru...ksheep.com).swf
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#34 Pendaelose

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Posted 28 July 2007 - 07:33 PM

a good little game... though I suspect its going to run out too soon... I'm already on 17.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#35 Pendaelose

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Posted 30 July 2007 - 04:08 AM

I loved the game... but it only took 2 and a hlaf hours to beet... it needs more content.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#36 Guest_Guest_*

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Posted 01 August 2007 - 07:47 PM

hey just came across the first game with the turrets and alien thingies, it's awesome, very hard and I need to refine my building technique so that I can get then to turn around more frequently
Mission 6 is insane I can't even get to lvl 50 (cap for mission 5) on it...
thanks for the tips on mazes they really worked out

#37 Death_Pheonix

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Posted 03 August 2007 - 12:34 PM

that game is pure evil
the block one
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#38 Ash

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Posted 15 August 2007 - 06:36 PM

I much prefer the alien killing tower defence one. Even if it is impossible.

#39 Phoenix911

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Posted 24 August 2007 - 10:48 PM

I still like the game and with the new exp coming out for it sometime soon i hope will make it awesome.
And idk why u think the AA is weak cos i had 4 GDI AA and managed to kill 4 nod bombers they managed to get in and bomb because the range aint great but they never get out.
Infact the first and third will normaly die just as they drop there payload, and if u had mobile aa near by i sure they would die before even dropping there load.
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#40 Creator

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Posted 19 September 2007 - 12:17 PM

Yet another cool game. You have to put items on the map in different order. Each next item upgrades previous ones. The goal is to upgrade everything to maximum level. Items effect each other. So, the order you put them is significant.
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