Command & Conquer 3: Kane´s Wrath Discussion
Trainer Tools and Resources
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When I try to run the game with the trainer this area is reduced to nearly zero, so units that are moving will detect enemy units only when they are nearly on top of them, while running the game without the trainer makes this area almost 10 times larger, so that units will see enemy units some distance away and not when they are on top of eachother. (Even so, enemy units could still fire on my units with the trainer on, and I didn't even see the enemy units - they were still in the FoW.)
Got this error when just trying to start the game on my machine (C&C3 1.09 installed + KW 1.00, RLD no-cd crack (even if I have the real deal, I hate optical media. - and just because someone asked; it helps having friends in the gaming development and distribution business, when it comes to getting games early ^^)) and running the first mission of the campaign. This effect was there before activating the options I tried (being only money and energy - didn't get further, as zero visibility kinda ruins the game ^^) and stayed when activating them too.
System specs doesn't seem very relevant, as the error does not occur when running the game without the trainer. Will see if I can reproduce the error today and get a screenshot up somewhere. I will also try re-downloading the trainer again. (Did that one time, so have tried two different versions (being the first and one of the updated one, even though I most likely haven't tried the latest yet.))
Screenshot of visual range (the red circle/line) with trainer activated, no option(s) on: Link
Screenshot of visual range (the red circle/line) with no trainer activated (vanilla CnC3:KW): Link
Notice the difference? ^^
UPDATE: Thanks a billion, Pwiz and Cal for updating! Will try it out ASAP =)
UPDATE2: Tested newest version, and it seems to be working as it should now (normal FoW, that is), hats off for a job well done, and darn fast too. Thanks, and happy easter to you CH guys!
[Edited by PeTTs0n, 3/22/2008 7:33:10 AM]
Yup, that works a lot better. It also cleared up the Fog/Perma-no fog effect if you double-tap the key accidentally.
A note to people who don't like the fact that F1-F3 can trigger a default build menu item to occur (IE: Build the anti-infantry defense, or the power building etc)
This trainer already lets you use SHIFT-F1 to render invincible without the pre-set build glitch.
Not sure if it was intentionally coded that way, or if I just discovered a neat trick.
I had a reserved copy at a local Bestbuy, I wanted the special edition, but they had stock of the regular one, so I jumped on it.
Maybe you need to become friends with your supplier, since my friend at Bestbuy said they got the shipment, but they were given the "official" release date to co-ordinate.
I just lucked out in having a friend who didn't mind ducking in the back and grabbing one.
[Edited by Nocturne4ever, 3/22/2008 1:11:21 PM]
All three Epic units (MARV, Redeemer, Eradicator) move VERY slowly. Especially for Nod, which tends to feature faster units than the Scrin and especially GDI, it's easy to have a large force leave the Epic unit behind pretty quickly.
In terms of most different from the vanilla side, the Black Hand is closest. It plays very much like GDI. Reaper-17 and the Steel Talons play very similarly. Traveler-57 has a lot of micromanagement, almost too much IMO. You have to be really conscious of what units are where. ZOCOM is kind of a mixed bag. I'd say, based on personal preference, I'd prefer Zone Troopers to Zone Raiders, but they do okay for themselves.
Global Conquest is... interesting. It plays very much like a free-form Civilization. The alternate victory conditions, at least from a GDI perspective (haven't played Nod or Scrin yet), are almost laughably easy. Scrin seems like it would be the hardest (upgrading multiple bases to Tier 3 and then building Thresholds), with Nod in the middle.
The new maps are okay. There are a few good ones. Most are fairly generic.
The campaign is actually a lot of fun. The story-line is engrossing and does fill in a lot of the blanks, but leaves you with a lot of questions too. Then again, this is a CNC game, so who really cares that much about the story?
Evaluating CNC3 + KW, I can honestly say it's one of the best RTS games out there. It's not a system hog like SupCom. The factions aren't wildly different like UaW. All in all, I was and continue to be pretty impressed, and the whole experience really has me excited for Red Alert 3. Assuming the guys at EA learn from CNC3 and apply a lot of that to RA3, it's going to be a great game.
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