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[Red Alert 3] - Der Thread

TouchGameplay

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Welcome back comrades, it's been far too long.

EA is traveling seven years back in time to bring back the most-beloved series in the storied Command & Conquer™ franchise. The light-hearted, over-the-top, wacky world of Red Alert™ has returned with Command & Conquer: Red Alert 3, shipping this holiday for the PC and Xbox 360™.

After years of conflict, the Allies are finally on the brink of victory. Cowering behind the walls of the Kremlin, the Soviets decide to turn to one last act of desperation - the use of an experimental time travel device. The mission: to go back in time to eliminate Albert Einstein before he creates the technologies that will lead the Allies to ultimate victory. After a successful mission, the Soviets return to the present, discovering the Allied position has weakened. But before they can truly celebrate, they find out their actions have spawned a new threat and global superpower, the mysterious, technologically advanced, Empire of the Rising Sun. Welcome to World War III.

In Red Alert 3, all three factions will have their own hand-crafted story-driven campaigns, with co-operative missions designed solely around coordinating attacks and developing strategies with an ally. Hook up with a friend online to go through the entire experience or choose from a group of AI commanders, each with their own distinct playstyle and personality.

While most RTS games keep naval gameplay at the periphery, Red Alert 3 is not shying away from the high seas. The oceans now hold essential resources, and with many units and structures capable of becoming amphibious, players who turn their backs to the oceans will find conquering the world a daunting task.

For Xbox 360 owners, Red Alert 3 continues EALA's quest to increase accessibility of strategy games on the console. Featuring a new, enhanced version of the revolutionary CommandStick interface, Red Alert 3 on the Xbox 360 brings the speed and efficiency of the keyboard and mouse to the palm of your hand.


Homepage:




Features:


  • The Return of Red Alert! - After seven years, the most popular series in EA's 25-million unit-plus selling Command & Conquer franchise has returned with a vengeance. Red Alert 3 brings back everything fans loved about the series, the humor, the popcorn style story and the franchise?s fast, action-oriented gameplay, while breaking new ground for the genre, with an entirely co-operative, story-driven campaign campaign mode and an increased emphasis on naval gameplay.
  • Co-Op Done Right - Every mission is designed from the ground-up with co-operative gameplay in mind. Join forces and strategize with friends online or join forces with nine AI commanders, three for each faction, all of whom have their own unique personality and style of play that might come in handy depending on the situation.
  • Command the Seas, Conquer the World - Experience Gameplay as for the first time in the series, waging war on the water will be every bit as important as dominating by land and air. Gain strategic advantages by controlling resources in the seas and mounting three-pronged attacks from all directions.
  • A New Threat from the East - The Empire of the Rising Sun is a technological terror, with unit designs influenced by a mixture of science-fiction, martial arts and robot culture. The Empire?s futuristic units can transform into alternate forms, and they specialize in naval warfare.
  • Star-Studded Storytelling - Command & Conquer's trademark live-action videos return in HD, with over 60 minutes of footage featuring the largest cast in the history of the Command & Conquer franchise.
  • CommandStick 2.0 - Improving on the CommandStick interface first pioneered in Command & Conquer 3 Kane's Wrath, 360 owners will get an unparalleled console RTS experience, with controls that continue to bridge the gap between the PC and 360 and a game designed to meet the needs of the console gamer.
  • Is There Any Doubt Red Alert is Back? - Armored War Bears, Sonic Dolphins, Tesla Troopers, Vicious Attack Dogs, Man Cannons and Tanya. Welcome back!


Screenshots:



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Mehr Screenshots:




Videos:


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Premier Edition Trailer



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Cinematic FMV Trailer




Alarmstufe Rot 3 Videostream :: BCD - AR3 Co-Op Kampagnen-Mission:




Inhalt der Premier Edition:


RA3PremierEditionBanner.jpg


Welche Film/TV - Stars sind bei Red Alert 3 dabei?




Red Alert 3 Blog:




Red Alert 3 Beta:




Die Fraktionen in Red Alert 3:




Community Forum:



Mehr Infos folgen später...
 
WoW

bin ja echt gespannt - war leider nicht auf der GC und konnte somit nicht anspielen.

ich freu mich schon wenn ich es endlich zoggen kann.

sieht so aus als hätte EA sich selbst übertroffen..

mfg
mafri

Edit: ERSTER111!!!elf
 
ich spiele schon ne weile die beta (hatte mich angemeldet und sogar alles geschickt bekommen) :D

hier und da sind noch kleine fehler vorhanden, aber spass macht das spiel sogar jetzt schon
 
Release laut aktualisierter Tabelle in der Gamestar 10/08: 30.10.2008
 
ALso ich muss sagen die beta ist echt geil! Das Game macht lsut auf mehr! Hoffe ja die video´s werden wieder schön ! George Takei, lol haben sie den alten mister Solo wieder ausgekrammt ^^, genial :)
 
Ich spiele selbst die Beta und muss sagen ein totaler Witz. Ich frage mich ob die Leute die hier das Spiel loben, RA oder RA2 gespielt haben?!

Der Netcode ist eine Zumutung... Disconnects, Lag sieht ganz stark nach CNC3 Netcode aus...

Das Menu: EA-typisch, hässliche Buttons, unübersichtliche Menustruktur

Der Sound: Die Sounds wurden 1:1 aus RA2 übernommen... z.b die Titelmusik

Die Units: RoboBären, RoboHunde, Killerkraken geht klar Richtung RA2 und distanziert sich noch weiter von RA. (Was nicht unbedingt schlecht ist...)

Die Grafik: Überladen beschreibt es am schönsten, HDR wohin man schaut, nach 30min tränen einem die Augen (im negativen Sinne ;) Was verwundert es läuft perfekt flüssig.

Ich weiß das es momentan noch eine Beta ist nur kenne ich EA zu gut und weiß das sich bis zur Final das von mir angesprochene kaum ändern wird.

MFG
 
Mir isses auch etwas zu bunt ... hoffe es wird noch etwas abgestumpft.
Und die Namen der einheiten könnte man evtl. auch noch hier und da etwas verändern.

So wies aussieht, wird es aber nicht an die klasse von ra2 ran kommen.
Mal abwarten ...
 
Command & Conquer [Red Alert 3] - Der Thread - Update 01.09.09:


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Red Alert for free:




Command & Conquer Red Alert 3 Public Beta Version 1.4 Patch Notes:


Code:
==================================================================
Command & Conquer(tm) Red Alert(tm) 3 Public Beta
Version 1.4 Patch Notes - August, 2008
==================================================================

This patch fixes a crash, adds some debugging information for
auto-matching and multiplayer game creation, and fixes 2 UI bugs.

<Bug Fixes>

• Fixed a crash on startup on systems with Athlon XP processors.

• Added debugging information, displayed in the chat window,
during auto-match searching.

• Added debugging information, displayed in the chat window,
during multiplayer game startup.  This information should help
players identify connectivity problems that result in the "NAT
Refresh" message.

• Updated the multiplayer game launch screen.

• Fixed some display bugs in the multiplayer post-game statistics
screen.

==================================================================
Version 1.3 Patch Notes - August, 2008
==================================================================

This patch for the Command & Conquer Red Alert 3 Public Beta
brings the beta fully up to date with the development branch.  It
contains a large number of bug fixes and balance changes. Here are
the most notable balance changes:

<Balance Changes>


Global Changes:

• Wall health increased to 300 from 100.

• Bridge health decreased to 1000 from 6000.

• All MCV’s now can crush light vehicles. 

• Garrison Range Bonus increased to 200% from 125%

• Infantry vulnerability to PRISM weapon increased to 100% from
30%.

• All ships should now slow down by 25% when REALLYDAMAGED.

• Standard surface ship armor vulnerability to Rocket damage
reduced to 100% from 150%.

• Amphibious Ground Units should no longer be crushing infantry on
water.

• Heroic Veterancy now grants a 25% rate of fire increase.

• Heroic infantry are now immune to Bark-Stun.

• T1 base defenses now require line of sight. Check your firing
lanes!

• Air Superiority Fighter attack ranges increased to 300 from 200.

• Aircraft are now twice as vulnerable to CANNON and GUN damage.
This should only affect how quickly ground units can kill them
while they’re docked.

• Anti-Ground Aircraft will now reveal themselves to their victims
if they’re shooting from up on a plateau.

• Bark / Roar stun duration increased to 10 seconds from 6. (15s
if you have Advanced Tech)

• Frozen Units are no longer insta-gibbed by RADIATION damage.

• Prism, Tesla, and Wave Force weapons no longer “thaw” frozen
units.

• Repair Drone leash range increased by 50.

• Refineries now have a 30s infiltration delay, to prevent players
from spamming infiltrators at refineries and getting mo money, mo
problems.


Allied Changes:


• Peacekeeper health reduced to 150 from 200.

• Peacekeeper now does more damage when up close than when far
away.

• Peacekeeper damage reduced to 40 at point blank, from 60, and 25
at max range, from 30.

• Peacekeepers are no longer immune to RADIATION damage when their
shield is active.

• Engineer now gets a big armor boost when he’s in his (presumably
Kevlar) medic tent. He’s also immune to bark stun in this mode.

• Multigunner Turret now has a unique weapon for the Imperial
Warrior.

• IFV / Multigunner Turret + Dog/Bear range increased to 300 from
150.

• IFV now has a unique weapon when garrisoned by an Imperial
Warrior

• IFV + Dog bark-stun duration increased to 5s from 3s.

• IFV + Peacekeeper should now be doing AUTO_CANNON damage.

• IFV + Tesla Trooper rate of fire doubled.

• Guardian Tank target painter reload time increased to 2 seconds
from 0.

• Cryocopter cryo-beam range decreased to 150 from 300.

• Cryocopter freeze damage DPS reduced by half.

• Mirage Tank invisibility field radius decreased to 175 from 200.

• Mirage Tank mirage field toggle reload time decreased to 2
seconds from 10.

• Assault Destroyer Black-Hole Armor armor buff reduced to 25%
from 75%.

• Athena Cannon shield HP reduced to 2000 from 4000. Duration
increased to 20s from 10s. Reload time reduced to 20s from 60s.

• Dolphin’s can now damage multiple targets per shot. 

• Century Bomber bomb damage radius reduced to 25 from 50.

• Surgical Strike now strikes much faster, although no more
precisely.

• Surgical Strike damage reduced against Harvesters. 

• Time Bomb 1 damage reduced against Harvesters. 

• Cryo Satellite powers now have a pre-attack delay time of 5
seconds. In addition to making the power more balanced, it also
horribly broke the visual FX!


Soviet Changes:

• Bear ground speed reduced to 85 from 100. Bear water speed
increased to 85 from 75. Bear health increased to 190(!) from 50.

• Flak Trooper magnetic mine range decreased to 20 from 75.

• Soviet Ore Collector reactive armor buff increased to 75% from
50%.

• Terror Drones will now damage aircraft in the air. Previously
they would stop damaging an aircraft once it became airborne.

• Terror Drone damage against Eggs reduced by 40%.

• Apoc Tanks can now grind large vehicles (MCV’s) and even
structures(!) using its harpoon + grinder.

• Heroic Apoc tank damage type changed to EXPLOSIVE from CANNON.

• Heroic Apocalypse Tanks now fire high explosive rounds that
detonate in an eerily similar fashion to that of V4 rockets.

• Soviet Bunkers now refund half their cost when sold. Soviet
Bunkers no longer spawn a conscript when sold.

• Natasha’s bombing run reload time decreased, she should now be
able to immediately paint a new target when she’s done with the
old one.

• Soviet Power Tree reorganized.

• Toxic Corrosion can only be used against friendly targets. Toxic
Corrosion death weapon explosion damage increased to 500 from 300,
radius increased to 80 from 50. Length of the active radiation
trail increased. 

• Desolator Airstrike field damage increased by 4x.

• Desolator Airstrike will now clear garrisons.

• Desolator Airstrike time to target reduced by 5 seconds for all
levels. 

• Orbital Refuse time to target increased for all levels.

• Magnetic Satellite now has a 2 second pre- attack delay, giving
you time to GTFO of the way. Beam duration increased by 3 seconds
per level. Beam Speed increased to 50 from 30. Doubled effective
radius. 

• Magnetic Satellite now only affects units that are of roughly
equivalent size / tech to its level. This means that a level 1 mag
satellite will only pick up light vehicles (sickles, IFV’s,
Tengu’s, etc); level two can pick up larger vehicles such as
artillery, T2 ships, Harvesters, and Main Battle Tanks; level 3
(or “Trip”, as his friends call him) can pick up any vehicles,
even Apoc Tank’s and MCV’s. 


Empire of the Rising Sun Changes:

• Burst Drone attached speed penalty increased to 50% from 25%.

• Burst Drones received a 40% damage scalar against Nano-cores.

• Burst Drones (of the currently attached variety) are now
directly targetable.

• Imperial Warrior is now immune to Bark-Stun while bonsai
charging.

• Tank Buster: A burrowed tank buster can no longer attack. You
must first unburrow them before giving an attack command.
Essentially this cuts the middle “down in the hole but half way up
and shooting” state of the tank buster.

• Japanese Refineries now grant enough buildability to allow you
to wall in your harvesters.

• Japan Base Defense now has a 15 second cool down time on its
weapon toggle.  

• Mecha Tengu ground speed increased to 125 from 100. Water speed
increased to 100 from 80.

• Transformers are no longer receiving that a massive shroud clear
buff when in the air.

• Yari Mini Sub Kamikaze attack damage reduced against Harvesters. 

• Seawing water speed increased to 125 from 100.

• Tsunami tanks are now buildable from the Japanese Naval Yard.

• Tsunami Tank secondary ability armor buff changed to 50% across
the board and now increases your Tsunami’s speed by 25%.

• Chopper VX speed increased to 140 from 120.

• Chopper VX should now have an easier time attacking moving
units.

• Rocket Angel paralyze whip range decreased to 250 from 300.

• Rocket Angels Paralysis Whip no longer works against air
targets.

• Waveforce Artillery can no longer fire while moving.

• Shogun Battleship: Changed the Ramming Speed ability from a
toggle to a location-targeted ability. Reduced duration of ramming
speed to 5 seconds from 10. Ramming Battleships now have
noticeable acceleration.

• Final Squadron aircraft will now attack enemy aircraft while in
flight.

• Final Squadron spread reduced for all levels. Number of planes
per target increased for level 2 and 3.

• Final Squadron attack damage reduced against Harvesters. 

• Emperor’s Resolve status effect changed from a damage boost to a
rate of fire boost. Overall DPS increase should remain the same.

• Point Defense Drones are no longer castable on infantry

• Balloon bomb spread decreased. Level 1 now drops 6 bombs, up
from 4. Level 2 drops 10 bombs, up from 8. Level 3 drops, get
this, 14 bombs up from 12.

• Balloon Bomb damage halved.  Balloon Bomb damage reduced against
Harvesters.

• Balloon bombs now move twice as fast. They however fall at the
same old speed.

• Balloon Bombs are immune to Magnetic Satellite. Apparently
they’re made out of ceramics or wood or something.


==================================================================
Version 1.2 Patch Notes - August, 2008
==================================================================

This patch for the Command & Conquer Red Alert 3 Public Beta fixes
one bugs.

<Bug Fixes>

• Fixed an error with the online lobby chat window text getting
corrupted.

==================================================================
Version 1.1 Patch Notes - July, 2008
==================================================================

This patch for the Command & Conquer Red Alert 3 Public Beta fixes
several bugs and makes one other minor change.

<Bug Fixes>

• Fixed an error with the online lobby chat window text getting
corrupted.

• Fixed graphical bug in main menu screen where Statistic of
Liberty was missing and there was a green square at the bottom
right of the screen.

• Fixed a bug which allowed hacking the game to allow LAN play.

<Other Changes>

• Removed "v1.0" from the main menu screen.

==================================================================
End of Patch Notes File
==================================================================
 
Gleich mal anteten xD
 
Ist bekannt ob der neue Teil "Alarmstufe Rot 3" Multi-CPU-fähig ist bzw. von Quadcores einen Nutzen hat? Schließlich gibt es ja schon Games welche extrem von 4-CPUkernen nutzen ziehen können. Z.B. Anno 1701 usw.

Ist da schon was bekannt?
 
Ich finde das sieht doch bisher alles ganz gut aus. Klar hat es nicht die Klasse von C&C 1 oder 3 (zwei gefiel mir nicht so), aber schon bei RA2 war klar, dass es eher um Spielspaß (witzig, abwechlungsreich) und Ironie geht. Das scheint diesmal wieder so zu sein.
 
Also ich muss sagen die BETA lief schon ziemlich performant! Wenn man nen halbwegs potenten Rechner hat dann ist das game keine hürde!

Spass macht es alle malle! Vorallem die Japaner sind sowas von genial!

Kombinierte Flug einheiten die bei bedarf landen können! GENIAL
Aus der Luft gut gegen infantrie am boden eine flak^^

Das game wird sicherlich ziemlich geil zumal der Multiplayer wirklich gelungen ist! Nix da mit extrem rushing wie in TW
 
Ich werde mal beobachten, wie sich das mit dem Trojanischen Kopierpferd enwickelt...
Das Spiel an sich reizt mich schon sehr, war schon damals von Teil 1&2 sehr angetan... im Zweifelsfall kaufe ich mir das Spiel und bügel anschließend nen netten Keks drüber... :rolleyes:
 
Dieser tolle "Kopierschutz" (wohl eher "Kaufschutz"!), der am Tag des Erscheinens längst ausgehebelt sein dürfte, sorgt dafür, dass das Spiel massenhaft schlechte Bewertungen bei Amazon kassiert, da viele Käufer keine Schädlinge auf ihrem PC dulden. Zu recht, wie ich meine.
Jetzt mal ernsthaft, wie können die Jungs von EA nur einen solch schlicht strukturierten Denkapperat besitzen, um nicht zu begreifen, dass dieser Kopierschutz keinen positiven Effekt hat? Die Cracker lachen sicherlich über diesen Kopierschutz, obwohl sie sich auch wegen der zu geringen Herausforderung beschweren könnten.
Die EAler sollten sich das Geld für den Kopierschutz sparen und es in sinnvollere Bereiche investieren, z.B. in die Betatestabteilung. Da wird bei EA gerne mal gespart.
 
die schlechten bewertungen ändern nichts an den verkaufszahlen, von denen EA in letzter Zeit viele viele gute abwirft ... selbst so sachen wie left4dead haben übelst viele preorders ... mehr als die orange box ...

und würden die geizigen nonbuyer die spiele kaufen wär DRM erst garnicht erfunden worden. Spiele wie Titan Quest sind dadurch praktisch tot ....

die schuld kann man geben wem man will ... aber als spiele noch gekauft wurden, konnten die meisten das wort kopierschutz nichtmal schreiben ... wurde nicht ja nicht aus heiterem himmel entwickelt.

inwieweit nun EA mit securom und den aktivierungen das rechtfertigen kann .. das man ein spiel bezahlt und nach 3 aktivierungen auf dei kulanz von EA hoffen muss um das bezahlte spiel weiter spielen zu können sei mal dahin gestellt ...

aber so kontroll systeme zeigen sich nicht nur im DRM ... wir sehen das ja z.z. auch in der bankenkrise ... oder ähnlichem ... überall müssen die menschen beschnitten werden, weil sie einfach zu unfähig sind.
 
aber als spiele noch gekauft wurden
Jaja, die guten alten Zeiten. Wobei nein - NortonCommander, ARJ und Co haben auch damals für eine größere Verbeitung von Doom und Keen gesorgt als Softwarehändler.
 
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