– Open and run the installer / fixer thing
– Download the C&C Launcher / Fixer For Origin C&C Ultimate Collection (Have the Ultimate C&C Collection from Origin) Since the info seems to be all over the place between different websites and places, here’s how you get this to work, in a nice orderly fashion. If this still doesnt work for you than either it wont work with your version of the game or idk really. Hope this helps and is detailed enough for ignorant ppl like tumbes1980 ? – Now open the game by clicking the shortcut that youve just edited and now it should work
– Now that you have a shortcut, right click it and choose properties, here you will need to add the next line to the field pointing to the location of the shortcut: -modConfig “path to the mod folder”, so for me I added -modConfig “C:/Users/Tom/Documents/Red Alert 3/Mods/DisableSWv2-112/DisableSWv2-112_1.0.skudef”, be sure you put a space before the -modConfig or you will get an error – If you dont have a shortcut on your desktop to open the game, go to the folder the game is installed, default: C:/Program Files/Red Alert 3 (or something like that), here rightclick the RA3.exe and choose create shortcut
– Next you need a shortcut that you use to start the game, the mod probably wont appear in the Game Browser of the RA3 Control Center if you didnt have the Mods folder yet (my best guess) so you will need that shortcut to make it work – Now you end up with the following path: C:/Users/-user name-/Documents/Red Alert 3/Mods/DisableSWv2-112 at the end of this path are the actual mod files
Red Alert fans are sure to love it – but if you've passed on the series before, and aren't enamored by the idea of cooperative combat, there really isn't anything new to see here.– I didnt have the mods folder so I created it where it was supposed to be accordig to the readme file (C:/Users/-user name-/Documents/Red Alert 3), and here I added the folder (DisableSWv2-112) containing the mod and readme etc The campy videos and eclectic story that made the series so popular are alive and well – this time, the Soviets have built a time machine to kill Einstein, which leads to the rise of the Japanese Empire of the Rising Sun, an Emperor-worshiping technological superpower. Beyond that, or garrisoning the occasional building, victory has more to do with memorizing hotkeys and cranking out more troops than the other guy. The focus on naval combat adds a new layer of strategy, and developing strategies to counter the new units is a blast, but things haven't really changed much from previous versions.Įvery unit has a secondary firing mode that you can toggle, a feature that micromanagement junkies will adore. Red Alert 3 also features the series' bread and butter: A competitive multiplayer mode in which players square off. While the game provides plenty of auditory and visual cues, a good partner will make all the difference. Toss in some air units, and units that can only attack ground or air units but not both, and that means you've got three theaters of war to keep an eye on at all times. You can build bases on the open sea, in addition to land, and you'll encounter many amphibious units that will cross both with ease. The problem seems to lie with the game's scale. But when you have no direct control over what your computer-controlled partner is doing, or how they're balancing their forces, your best bet is often letting them head the assault, and sending in your own calculated attack once they've charged in. When playing with another person, for example, I could choose to focus on constructing ranged support units, while my partner swarmed with tanks and infantry. And when you're playing with an AI partner, you lose a lot of flexibility. Combat often consists of swarming your enemy with the right mix of troops. These functions work well, but the Red Alert series isn't exactly renowned for its strategic depth. My personal favorite is the Plan Attack option: Pick a spot, and your teammate will begin constructing troops to clear out any opposition along the way, before finally plowing through and taking over the targeted location. Tell him to take a particular position, and he'll send some forces, clear out any opposition and stand guard till the area is clear, or you cancel the command. Issue a command to attack a particular target, and he'll send forces until the enemy unit or building has fallen.
What you can do is assign commands that will guide his behavior. There is no way to directly control how your computerized co-commander governs his army or builds his base.