6739
Command & Conquer III
  • Benyi
    #5445
    hmm hmm ennyi erővel nem érdemes scrinnel vagy azok ellen játszani nemigaz :D
  • Benyi
    #5444
    mondjuk az igaz hogy nagy pályákon nehezebb átlátni a hadsereget
  • a_n_d_r_e_w
    #5443
    mert nem szól másról a játék csak spamről?
  • Benyi
    #5442
    mér baj az ha van pénz???
  • a_n_d_r_e_w
    #5441
    1. a tower rush főleg 1v1-es ranked matcheken volt zavaró (engem qrvára nem zavart)
    2. mert túl sok a pénz a nagy pályákon
  • Benyi
    #5440
    akkor mérnem mentek egy monnyuk 4 playeres pályára és azon játszotok 2-en
  • Rage47
    #5439
    így van:)
  • a_n_d_r_e_w
    #5438
    nade ezt eddig minden CnC-ben meg tudták oldani, sőt már a Dune 2-ben is egyszerű huszárvágással: az ott homok, oda nem építhecc. Ennyi
    itt meg le kell tiltani a fél épületlistát (és igen, tényleg nem tudom hogy fogom az erőműveimet szépen lepakolgatni, ha nem növekszik tőlük a bázisom), mindezt azért, csakmert ekkora kőkemény pályákat raktak be, amelyek ráadásul mellőznek mindenféle ilyetén megfontolást (nem tudom ki találta ki, hogy 2 player=kis pálya. szerintem ugyanúgy lehetnének a 2 player pályák nagyok is, csak gyérebb tiberiumezőkkel)
  • Rage47
    #5437
    sztem az volt fasság, hogy sokan épületekkel rusholtak le, ami elég szánalmas, de akkor is soxor eredményes volt...
  • Benyi
    #5436
    én háromszögelni szoktam :D
  • unknown nick
    #5435
    Valóban, ez elkerülte a figyelmem.
  • a_n_d_r_e_w
    #5434
    ezért van az hogy gyakorlatilag alig építhetsz kia bázisból (hogy fogsz tower rusholni, hogyha az erőmű nem növeli a körzetet?) mondjuk elég nagy faszság így ahogy van, mert akkor az ember a végén mini mcv-ket kell rakjon a bázisára, hogy tudjon építkezni)
  • unknown nick
    #5433
    Mit értenek defensive tower structures-en? Mert még rank 700 körüliek is van, hogy benézik a szimpla tower rushom. Mi lesz, ha még 60%-al erősebb?
  • a_n_d_r_e_w
    #5432
    ránézve a listára gyakorlatilag minden arra ment ki, hogy belassítsák a játékot (drágább upgrade-ek, powerek, 60%-al erősebb védelmi épületek)
    És vicces, hogy végül mégis visszatértek a régi 1400 harvi + 600 refi sémához. akármennyire nem akarták, rá kellett jönniük, hogy nem véletlen volt az úgy :))
  • Rage47
    #5431
    lol, na erre kíváncsi leszek :(
  • unknown nick
    #5430
    Attól félek a harvis change belassítja a gamet, hogy nem lesz olyan ütemes és lendületes a makromenedzsment.
  • Benyi
    #5429
    Én azt bánom hogy elhagyták a GDI-től azokat a jó kis lépegetőket meg azt a jó tankszerűséget meg hogy a NOD-tól is elszedték az androidokat
  • a_n_d_r_e_w
    #5428
    tehát ha a 3-as tornyok tüzelnek, látszani fog a közepük is, még álcázva is
  • Rage47
    #5427
    najah avart meg mammutot nem sokat piszkálták
    a nod tornyost nem értem, miféle közepe tüzel?
  • a_n_d_r_e_w
    #5426
    vannak benne jó dolgok, de pár dolog eléggé kétséges számomra.
    pl:
    -nod tornyok közepe látszik ha tüzel? pont a lényegét veszti el, amiért kitalálták
    -na ez aztán az avatar buff, kicsit lejjebb az árát. ettől még használhatatlan marad...
    -mammut tank butitás és csak egy lehelletnyi lett, ettől még megmarad a mammut spam, az tuti

  • Rage47
    #5425
    egész jól kifordítja a gamet sztem:))

    andrew, köszi:D
  • unknown nick
    #5424
    Egész érdekes lesz az új patch szerinti felállás. Majd a gyakorlat eldönti, mennyire életképes. Egyedül a harvesteres, extractoros dolgok tűnnek furának.
  • a_n_d_r_e_w
    #5423
    nem még, de dzsászt for jú elismétlem harmadjára is, hogy hónap vége ;)
  • Rage47
    #5422
    huh ezt most nem olvasom végig:)
    kijött már?
  • a_n_d_r_e_w
    #5421
    nagyon hosszú lesz

    szal 1.05 változások:
    (ez fogja meghatározni az online játékot hónapokig, szóval ezek után nagy változást senki ne várjon)




    <Fixed Exploits>

    · Fixed an exploit in which players could use GDI Engineers,
    Nod Saboteurs, or Scrin Assimilators to capture enemy structures
    without moving the units over to those structures.

    · Observers of multiplayer matches can no longer use hotkeys to
    affect spectated players' production queues.

    · Units affected by the Scrin Mothership's Catalyst Cannon now
    lose their explosive properties if teleported via the Teleport
    Units ability or the Wormhole support power.

    · Scrin Mothership can no longer fire its Catalyst Cannon
    through a Wormhole.


    <Balance Changes>

    The following balance changes are intended to enable a more-
    diverse set of viable strategies for both casual and competitive
    play, and to further ensure that the forces of the GDI, the
    Brotherhood of Nod, and the Scrin are evenly matched as Tiberium
    Wars rage on.

    /General Balance Changes/

    · Some structures on each side no longer provide Ground Control
    for base expansion. These include: Power Plants, Reactors,
    Tiberium Silos, Barracks, Hands of Nod, and Portals.

    · Heavy infantry units' resistance to CANNON damage increased by
    45%. This affects GDI's Zone Troopers and Commando, Nod's Black
    Hand and Commando, and Scrin's Shock Troopers and Mastermind.
    All other infantry resistance to CANNON damage increased by 25%.
    This change means infantry are less vulnerable to tank shells and
    similar weapons.

    · Infantry armor penalty to SNIPER damage removed. This change
    makes infantry slightly less vulnerable to Nod Shadow Teams in
    particular; GDI Commandos and Sniper Teams, Nod Commandos, and
    Scrin Buzzers are still highly lethal against enemy infantry.

    · Infantry attack range bonus while garrisoned reduced by 25%.

    · GDI Commando, Nod Commando, and Scrin Mastermind units can no
    longer be crushed by enemy vehicles.

    · CANNON weapons, such as those found on the GDI Predator Tank and
    Nod Scorpion Tank, now cannot miss against moving enemy vehicles.

    · GDI, Nod, and Scrin Harvesters' cost/build time increased by 40%
    to 1400/14. All Harversters' speed and turn rates equalized, which
    makes Scrin's Harvester slightly more maneuverable than before.

    · GDI Refinery, Nod Refinery, and Scrin Extractor sale price
    reduced by 70% to 300 credits.

    · GDI Surveyor, Nod Emissary, and Scrin Explorer base expansion
    units now all move at the same speed. Specifically, the Nod
    Emissary and and Scrin Explorer move 50% more slowly to match
    the GDI Surveyor.

    · Repair Drones for all sides now repair vehicles that are under
    attack. Limit one Drone per vehicle. Rate of repair is now
    constant, rather than a percentage based on the vehicle's total
    health. This means vehicles with lower maximum health will be
    repaired faster.

    · Standardized repair radius on all structures. As a result, the
    radius on all aircraft production structures has increased.

    · Re-stealth time doubled for units that do not have innate
    stealth effects, such as units affected by Nod's Cloaking Field.
    This means such units will take longer to regain stealth after
    attacking or being detected.

    · Ground Control provided by building a GDI Crane, Nod Crane, or
    Scrin Foundry has been equalized. Specifically, the amount of
    Ground Control gained by building a Nod Crane or Scrin Foundry
    has increased by 50%.

    · Tiberium Spike tech structure's income increased by 66% to 25
    credits per unit of time.

    · Defensive Tower tech structure's attack power increased by 60%.

    · Visceroids are now punishable by crushing.


    /GDI Balance Changes/

    · Rifleman Squad: Speed increased by 20%. Attack power increased
    by 50%. Dig In ability cost reduced to 100, build time reduced
    to 5, Foxhole capacity increased to two units. Foxholes no longer
    eject infantry units until the Foxholes are destroyed. Dig In
    ability now causes the unit to begin building a Foxhole
    immediately at its location.

    · Missile Squad: Speed increased by 20%. Health increased by 100%.
    Range increased by 75%. Attack power vs. aircraft reduced by 25%.

    · Engineer: Speed increased by 20%.

    · Grenadier Squad: Speed increased by 20%.

    · Sniper Team: Speed increased by 20%. Health reduced by 50%. Rate
    of fire reduced by 50%. Re-stealth time increased by 25%.

    · Commando: Speed increased by 20%.

    · Pitbull: Health increased by 33%. Rate of fire increased by 25%.
    Turret turn rate and pitch rate increased, improving the Pitbull's
    ability to fire on fast-moving aircraft.

    · APC: Speed increased by 20%. Attack power vs. infantry reduced
    by 25%. Turret turn rate and pitch rate increased, improving the
    APC's ability to fire on fast- moving aircraft.

    · Harvester: Attack power increased by 300%.

    · Rig: Acceleration and deceleration times reduced, making the
    unit more maneuverable. Battle Base Repair Drones changed to work
    like all other Repair Drones.

    · Mammoth Tank: Speed reduced by 7%. Attack power of rockets
    reduced by 25%. Rate of fire with Railguns upgrade reduced by 35%.
    Attack power with Railguns upgrade increased by 35%.

    · Orca: Health increased by 50%.

    · Firehawk: Now fires its missile loadout in volleys, improving
    its ability to quickly damage groups of enemy aircraft.

    · Ox Transport: Health increased by 70%.

    · Sonic Emitter: No longer hits larger units multiple times in one
    attack. Attack power per hit increased to compensate.

    · Railguns: Upgrade cost increased by 66% to 5000.

    · Composite Armor: Upgrade cost increased by 50% to 2000.

    · Radar Scan: Support Power cost increased by 20% to 300.

    · Shockwave Artillery: Support Power cost increased by 33% to
    2000. Attack power reduced by 38%.

    · GDI Airborne: Support Power cost increased by 50% to 1500.

    · Bloodhounds: Support Power cost increased by 50% to 3000.

    · Sharpshooter Team: Support Power cost increased by 40% to 3500.

    · Zone Trooper Drop Pods: Support Power cost increased by 50% to
    4500.


    /Brotherhood of Nod Balance Changes/

    · Militant Squad: Speed increased by 20%. Attack power increased
    by 50%.

    · Militant Rocket Squad: Speed increased by 20%. Health increased
    by 100%. Range increased by 75%. Attack power vs. aircraft reduced
    by 25%.

    · Saboteur: Speed increased by 20%.

    · Shadow Team: Health reduced by 50%.

    · Black Hand: Speed increased by 22%. Health increased by 66%.
    Attack power increased by 150%.

    · Attack Bike: 200% attack power bonus vs. aircraft has been
    removed. Turret arc and turn rate increased, which allows the unit
    to more-effectively attack any nearby targets while moving.
    Directional armor removed, which makes the unit more resistant
    to attacks from the flank and rear. Fixed an error that caused
    the unit to not always fire both rockets at once, effectively
    raising its attack power.

    · Raider Buggy: Attack power vs. infantry reduced by 25%.

    · Scorpion Tank: Attack power reduced by 20% before Laser
    Capacitors upgrade.

    · Flame Tank: Cost/buildtime increased by 20% to 1200/12. Turret
    turn rate doubled, improving the unit's ability to quickly acquire
    targets. Attack power increased by 150%.

    · Stealth Tank: Cost/buildtime increased by 50% to 1500/15. Attack
    power increased by 50%. Attack power bonus vs. aircraft reduced
    by 25%.

    · Avatar: Cost/buildtime reduced by 27% to 2200/22. Flamethrower
    upgrade attack power increased by 150%.

    · Venom Patrol Craft: Attack priorities changed so that the unit
    will always prioritize enemy infantry over vehicles and base
    defenses.

    · Carryall: Health increased by 70%.

    · Armageddon Bomber: Health increased by 33%. (Note: This aircraft
    only appears when summoned by certain Support Powers.)

    · Laser Capacitors: Upgrade cost increased by 50% to 3000.

    · Tiberium Infusion: Upgrade cost increased by 50% to 2000.

    · Cloaking Field: Support Power cost increased by 100% to 3000.
    Attack power vs. light infantry increased by 600%. Attack power
    vs. heavy infantry increased by 200%.


    /Scrin Balance Changes/

    · Buzzers: Health increased by 50%. Movement rate improved; now
    more effective at cutting through massed infantry but no longer
    kill entire infantry squads all at once.

    · Disintegrators: Speed increased by 17%.

    · Assimilator: Speed increased by 20%.

    · Mastermind: Cost/buildtime increased by 66% to 2500/25. Recharge
    time on Manipulator Device increased to 30 seconds. Teleport Units
    ability now begins its cooldown period after units are teleported,
    rather then when units are first selected for teleporting.

    · Gun Walker: Acceleration and deceleration times reduced, making
    the unit more maneuverable.

    · Harvester: No longer spawns an Ion Storm when destroyed.

    · Corruptor: Acceleration and deceleration times reduced, making
    the unit more maneuverable.

    · Planetary Assault Carrier: Ion Storm ability now generates an
    Ion Storm more quickly. Scrin aircraft now receive a 25% bonus to
    attack power in addition to the 25% bonus to armor while in an Ion
    Storm.

    · Mothership: Attack power increased by 100%. Catalyst Cannon now
    causes a faster, wider chain reaction. Damage sustained by the
    Mothership has less impact on the power of its attack.

    · Buzzer Hive: Buzzers immediately respawn when killed. Buzzers no
    longer die if their Buzzer Hive is destroyed.

    · Gravity Stabilizer: Now spawns Buzzers instead of Shock Troopers
    when sold or destroyed.

    · Force Fields: Upgrade cost increased by 66% to 5000.

    · Stasis Shield: Support Power cost increased by 100% to 2000.

    · The Swarm: Support Power cost increased by 50% to 1500.


    <Multiplayer Maps>

    Added four new multiplayer maps, which may also be used in
    Skirmish mode. Two out of four of these maps are enabled for
    ranked competition online, and so will appear in the Automatch
    map rotation.

    /Map 1: Tournament Rift/
    Red Zones such as this have long since become uninhabitable to any
    of Earth's life forms, and yet serve as a focal point for the
    conflict between the GDI, the Brotherhood of Nod, and the Scrin,
    in their continued efforts to gain control over the alien mineral.
    This is a two-player map available for ranked matches.

    /Map 2: Tournament Coastline/
    As the spread of Tiberium inexorably continued across the world,
    GDI and Nod forces found themselves frequently skirmishing for
    control over strategic coastal regions such as this one. This is
    a two-player desert map available for ranked matches.

    /Map 3: Schlactfeld Stuttgart/
    The Scrin, desperate for Tiberium, savagely laid waste to this
    once-proud German city in short order. Now fighting over the green
    crystal continues in the city's ruined remains. This is a two-
    player urban map available for unranked matches.

    /Map 4: Coastline Chaos/
    An extension of Tournament Coastline, this map is based on the very
    first map used to publicly showcase Command & Conquer 3 Tiberium
    Wars at the 2006 Electronic Entertainment Expo. This is a four-
    player desert map available for unranked matches.


    <User Interface Enhancements>

    · Added a "Classic Command & Conquer (Left-Click Orders) mouse
    interface option, which may be selected in the General tab of
    the Settings menu.

    · Added the ability to cycle through multiple production
    facilities of the same type either by clicking on the main
    tab for that production category or using the respective hotkey.

    · When placing unit-producing structures, players will now see
    these structures' default rally point, which should help guide
    base-building decisions near impassable terrain.

    · The Reverse Move command for vehicles can now be given by
    pressing and holding the hotkey (default 'D') as well as by
    tapping the hotkey before each move order.

    · The 'Show Healthbars' hotkey (default '`') now toggles on all
    healthbars with one tap. Tapping the hotkey again reverts the
    effect.

    · Loading screens prior to online multiplayer battles now show a
    snapshot of the selected map as well as statistics for each
    player.

    · It is now possible to rebind the default hotkeys for camera
    controls.

    · Hotkeys for Telestrator features are now available for match
    Commentator. Visit the Hotkeys tab of Settings menu to view
    the default hotkeys or change them.

    · Various "slash commands" added to online multiplayer lobbies.
    Type "/help" in an online lobby for a list of commands.


    <Bug Fixes>

    · Fixed an error that prevented players from being able to place
    certain structures as closely together other as expected, which
    makes it easier to find suitable building locations.

    · Flying units can now be ordered to move onto terrain that is
    impassable to ground units.

    · The Attack Move order now works correctly if a target unit
    is selected.

    · Fixed an error that sometimes caused units to not target
    structures automatically when given an Assault Move order.

    · Fixed a graphical error that caused production timers in the
    Sidebar interface to "snap" to position when switching between
    production queues.

    · Added an EVA announcement for when an enemy Scrin Mastermind
    enters the player's line of sight.

    · Fixed an error that prevented players from using hotkeys to
    change unit stances while units were moving.

    · Tiberium Spikes now continue to provide a flow of resources
    if damaged and then repaired.

    · Several campaign cinematics now show up as expected in the
    Transmission Log.

    · Fixed an error that sometimes caused GDI Ox Transports and
    Nod Carryalls to become stuck and unselectable when ordered to
    land next to edges of cliffs.

    · Mouse cursor no longer suggests that air units can be used to
    open crates.

    · Jumping to a unit group now moves the camera to the center
    of the group, rather than the last unit added to the group.

    · Nod defensive turret hubs now appear unstealthed when their
    turrets fire while under the effects of the Disruption Tower.

    · Computer-controlled players will no longer attempt to sell
    the same structure multiple times when low on resources, which
    caused a stream of zeros to appear onscreen.

    · GDI APCs now will always move close enough to their targets
    to ensure infantry units inside are within attack range.

    · Fixed an error that sometimes caused walker unit death
    animations to not play correctly.

    · Stormriders are now affected by the player's handicap setting
    in multiplayer matches.

    · Maps with six starting positions now properly randomize
    players' starting positions.

    · The Nod nuclear missile can no longer be stopped after launch
    if the player powers down the Temple of Nod.

    · Nod Avatars will no longer retain their veterancy level when
    they are destroyed and their husks are recovered.

    · Nod Beam Cannons now gain their expected bonuses to attack
    power from veterancy.

    · Fixed an error that sometimes caused Nod laser defenses to
    appear as if they still were firing when powered down or
    destroyed.

    · Units created using Nod's Decoy Army support power will no
    longer last indefinitely if the Nod Operations Center is
    powered down. Decoyed Scrin Corrupter units no longer spawn
    Visceroids.

    · Fixed an error that sometimes caused units to display
    veterancy ranks from the wrong faction.

    · Added effects for when Tiberium crystals are attacked and
    destroyed.

    · Added effects for Nod Vertigo Bomber's rear anti-air turret.

    · Added ambient sound effects for Scrin Gun Walker and
    Scrin Annihilator Tripod.

    · GDI and Nod Commandos will now respect the rules of their
    selected combat stance with regard to their C4 charges. They
    will not automatically rush to demolish structures unless
    set to Aggressive stance.

    · GDI Firehawks equipped with Stratofighter Boosters will no
    longer fly in stacked on top of each other when groups of them
    are order to use the ability at the same time.

    · Nod Scorpion Tanks don't catch fire as quickly.

    · The user interface now properly stretches to the top and
    bottom of the screen in 1280x1024 resolution.

    · Added recoil effects to unupgraded Nod Scorpion Tank and GDI
    Guardian Cannon.

    · Scrin Worm Hole support power no longer allows the user to
    create the entry and exit points on top of each other.

    · Scrin Buzzer Hives now show an attack radius when selected.

    · If a player is defeated, the end-of-mission music no longer
    plays twice.

    · Computer-controlled players will now attempt to build
    superweapons only in their most-fortified bases.

    · Added an EVA announcement for when teammates place a beacon.

    · The Resources chart in the post-match screen now graphs total
    credits gathered over time.

    · When spectating multiplayer matches, players will now hear the
    game music change dynamically as the battle's participants do.

    · Fixed an error that caused text to misalign in online chat
    lobbies if players remained in those lobbies for a relatively
    long period of time.

    · When loading replay files directly from the Windows desktop,
    Main menu music no longer plays during the match.

    · Various other minor bug fixes.


    <Other Changes>

    · Some campaign missions have been tuned and rebalanced.

    · In team-based matches, allied players now share Ground
    Control, allowing them to build structures in each others'
    bases.

    · When attempting to restart a campaign from the beginning,
    players will now receive a warning prompt notifying them
    that their autosave for that campaign will be overwritten
    if they proceed.

    · Added wider variety of scorch marks to the battlefield.

    · Added garrison-clearing effects for Nod Flame Tank, Nod
    Black Hand, and Scrin Corrupter units.

    · Added explosion effects for when Scrin Disintegrators are
    crushed.

    · Added Heroic-level firing effects for the GDI Juggernaut.

    · Added music when viewing Intelligence Database during
    campaign missions.

    · Scrin Devourer Tanks now have an additional gauge that
    shows remaining supercharged ammunition after using the
    Conversion Beam ability.

    · Added new visual effects for the Scrin Annihilator Tripod's
    close-range EMP attack.

    · Added an audio cue for when Repair command is used on a
    structure.

    · Added ammunition counters to the unit portraits of aircraft
    with limited ammo, including the GDI Orca and Firehawk and the
    Nod Vertigo Bomber. Also added reload sound effects to
    these units.

    · Updated the loading screen when loading saved games.

    · Fixed various typographical errors in the game.
  • Shiver
    #5420
    amikor a countdown started elkezdődik akkor is floodoljátok még a chatet, mert még pont ki tud dobni szal 2-3 mp-nél még eresszetek el egy asdf-et vagy bármit (asdf csak pl. szal nem ezt kell írni lehet akár egy "a" betű is :) ))
  • Shiver
    #5419
    a 3-4-5 mp-kénti írást a server kreálónak mondanom sem kell hogy nem kell csinálni:) csak aki joinolt :)
  • Shiver
    #5418
    ez gondolom a lobbyba van amikor a game meg van kreálva és várjátok a játék indítását. ha így van akkor írogatni kell a chatre kb 3-4-5 mp-ként mert különben kidob inaktívitás miatt (ez bug, mindenkinél van)
    a serverre való csatlakozáskor ne egyszerre nyomjatok a game-ra mert különben nem tudtok bejoinolni, hanem szépen lassan próbálgassátok és egyszer csak bejuttok (ez is ismert bug:) )
  • wid22
    #5417
    Hello Segitenétek hogy mit kell csinálni a NOD valoszinü utosó pályán amikor 2 erös GDI bázis van nem megyek velük semmire. Egy idegen tornyot kell megvéddeni de az se megy . A saját bázist megtudom véddeni a jugernautokat szétlövöm és utánna vége a küldetésnek. " vereség" Kösz a segitséget
  • sadi57
    #5416
    nem mindig írja ki hogy csatlakozási idő lejárt csak általába akkor ha már a 3. felakar jönni, :P az a lényeg hogy néha kiírja hogy kapcs. idő lejárt néha nem szinte mindig kidobja az embert és már mindegyik patchet kipróbáltuk
  • sadi57
    #5415
    Hello. Haverokkal szeretnénk neten játszani már van hamachi is csináltunk szobát megvagyunk és mikor csatlakozunk azt írja ki hogy csatlakozási idő lejárt. Egyiknek 8mb nekem és a másiknak 1 mb-s nete van. És folyton kidob kb fél percenként és csak 2-en tudunk egyszerre játszani mert ha feljön a harmadik azt egy kis idő múlva kidobja már mindegyik patchet felraktuk. Mindenkinek a magyar verzió van meg és ugyanaz a patch. Aki tud helpelni az nagyon jó lenne :P
  • wander01
    #5414
    nekem gigás d-link gamer routerem van. megy vele mint állat, ping meg átmegy minuszba szinte :)
  • Andrejka
    #5413
    van vkinek kedve játszani szombaton vagy vasárnap me akkor ráérek
  • Andrejka
    #5412
    és hogy úgy műxik e ha kíhúzom a routert?
  • Andrejka
    #5411
    elmagyarázna valaki hogy miért nem műxik routerrel?
  • a_n_d_r_e_w
    #5410
    ne is ;)
  • wander01
    #5409
    regeditben:

    Sajátgép\HKEY_LOCAL_MACHINE\SOFTWARE\Electronic Arts\Command and Conquer 3\ergc

    na itt van egy bejegyzés (alapértelmezett :DD) és arra klikk, majd szépen irjátok át a serialt egy másikra. majd bezár (ment) és mehet a dolog. mondanom sem kell hogy mindenkinek különbözö kell... (keygen, vagy van egy nfo valahol ahol sok kulcs van bent) nade ez már üti a warezt ugyhogy nem is mondok többet :)
  • wander01
    #5408
    ehh, ne csináljátok már... na mindjárt...
  • gyonax
    #5407
    Megosztanád ezt a megoldást velünk?
  • fsgh
    #5406
    ez nem így van....nekem is írta már ezt ki...elöszőr időtullépés aztán meg h a sorszámhasználatban van ki kell lépni a főmenübe aztán vissza és ugy ha így se jó akkor problgatni a ki be lépést nekem bejött...(eredetim van 2 haveromnak warez volt)