[Release Oct-2018] Red Alert 2: Intelligence Tech with new version 2.0 expands gameplay further using ares expansion dll...
Version 2.0 | 18.10.2018
Red Alert 2: Intelligence Tech is an unofficial modification (mod) for Red Alert 2: Yuri’s Revenge.
Created by: Wiwi-maX, 2015-2018.
You may not making any modifications on this mod, and publish as yours.
For every part which you need to use, you must credit Wiwi-maX.
This mod includes: Ares - A Yuri's Revenge Expansion DLL v2.0 | Launchpad.net
To play this mod you only need clean install of:
- Red Alert 2 v1.006,
- Yuri’s Revenge v1.001.
Be sure that you have no any additional file to your RA2 (game installation) folder before installation!
Red Alert 2, and its expansion pack Yuri’s Revenge are registered products and trademarks of their respective owners. (Electronic Arts).
DOCUMENTATION
(FULLY UPDATED)
Initial plot of the mod version 1.0 - 1.5
The name for the mod comes from one particular reason - functionalities of the Spy unit in the game are so much restricted. In the real world when Spy is infiltrated somewhere he will steal plans, maps, projects, ideas and other interesting materials from that place. In the game infiltrated spy will give the player just Chrono Ivan, Chrono Commando or PSI Commando. This is so unrealistic.
Current plot of the mod version 2.0
The following takes please after
events of RA2YR IT v1.5 and before RA3:
Japanese almost completely destroyed by the Soviets in events of RA2 and YR, somehow manage to preserve their space program untouched. They sent a probe with a rover from their secret space mission in exploration mission at two locations, primary at location of landing side of Yuri's Rocket, and secondary at ruins of Yuri's Command Center in his Luna base. There have been found documents that ware pointing to a secret location of some sort of lab complex on Earth for some Psychic-related project codenamed "Omega" that involves subject with aggressive psychic capabilities different than Yuri's. The subject was Japanese girl which Yuri gave her a name by himself: Yuriko (officially as: Yuriko Matsui). Most of the people that know about this founding and depending of fact that "-ko" in Japanese often means "daughter", believe in that, that Yuri is at least genetic ancestor of the girl or in simple words they believing that he is the actual father of Yuriko. Yuri has died in events of RA2IT v1.5, and his DNA material was destroyed from safety reasons by Japan.
GLOBAL NEWS:
Countries:
Yuri is officially dead, but his mind control and genetic technology are preserved.
Master mind tank can be build, and when Yuriko is in IFV can capture units and buildings.
Depending on mod v2.0 story, Yuri died in events of RA2IT v1.0-1.5, and his DNA material was destroyed from safety reasons by Japan, so he or any of his derivatives cannot be made anymore, that means that:
- Yuri,
- Yuri Clone,
- Yuri Prime,
- Yuri Psi-Troop / Commando,
are not available anymore for any side. However Mastermind tank and all other Psychic structures as Psychic Tower, Psychic Beacon, Psychic Sensor feature are still here, and act as before, also when Yuriko is in IFV can capture units and even buildings as Yuri (Prime) does.
PLAYER COUNTRIES:
Allied:
USA
Germany
UK
France
South Korea
Soviet:
Russia
Turkey
Iran
China
North Korea
Japan (Ex. Yuri).
NEW SPECIALS:
1. Special to Japan
- Yuriko Matsui a.k.a. "Omega" (Yuri's daughter)
- Yuri Hover MCV as Japan Hover MCV
- Japanese Aircraft Carrier (with Boomer Torpedos)
2. Special to North Korea
- I.C.B.M. Launcher | V3 is disabled - ICBM Launcher brakes V3 functionality, but ICBM settings ware set on it, to work on missions. (Do not report bugs about V3.)
3. Special to USA
- Drone (U.A.V.)
4. Special to UK
- British Sabotager (Spy with C4) - Enemy needs to build wall around Construction yard, and a lot of dogs.
5. Special to Turkey
- Allied reverse-engineered mixed-tech Stealth MIG.
6. Special to Iran
- Iranian Demolition Truck deploys into Iranian Mini Nuclear Reactor, and Iranian Mini Nuclear Reactor* undeploys into Iranian Demolition Truck.
7. Special to China
- Chinese Vehicle Duplicator (Vehicle Cloner)
8. Specials to South Korea, France, Germany and Russia are the same.
Old specials that are not specials anymore:
- Desolator have all Soviets
- Swim-Terrorist have all Soviets
- Sniper have all Allied
- Paradrops have all sides.
So, what other is included in this mod?
- All sides by default have the following structures:
-Barricades; road signs; prison fence; sandbags and gates (included in combat section).
- All sides by default have following units:
- Spy; Hijacker; Medic; Stealth Mobile Generator; Paradrop Plane; Repair Ship;
- Spy Submarine with powerful sensors to reveal all submarines, giant squids or dolphins on the battlefield.
- Airfield Excavator – which deploys into Airfield anywhere on the map.
- All sides with capturing of Tech Hospital will get:
- Medic Rocketeer
- All sides with capturing of Tech Airport will get:
- Carryall: can transport vehicles around the map
- Light Transport: passengers can also shoot out
- Heavy Transport
Pre-requires infiltrated SPY in enemy’s laboratory (Stolen Tech) legend:
requires Allied's Stolen Tech
requires Soviet's Stolen Tech
requires Japan's (Yuri's) Stolen Tech
[v2.0] requires Custom Stolen Tech
Allied:
Buildings:
What’s new:
- Allied Cloning Vats
- Fallout Shelter (is an Allied bunker enough stronger to withstand nuclear attack, and also is very useful to hide infantries from genetic mutation attack)
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- Allied Ultra Power Plant (removes need of Allied Nuclear Power Plant which become obsolete in RA2:IT v2.0.)
What is changed:
- Robot Control Center: gives: Titan, Wolverine; Superweapon=Robot Paradrop
Super Defense:
- Armory: produce veterans from your infantries - requires Weather Control already built and Soviet's Stolen Tech.
- Prism Tower - now beside anti-ground is also anti-air*, and can become veteran building, which combined with multiple prism towers network de facto becomes base Super Defense.
[v2.0] Prism chain of supporting towers now is limitless.
*This is the reason why Patriot Missile is gone.
Units:
What’s new:
- Allied Medic
- Titan
- Wolverine
- Mobile Stealth Generator
[v2.0] - Mobile Stealth Generator now is Immune To Psionics.
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
[v2.0] - Now the Paradrop Plane is not bound to the airpad, so you can use the last pad and build one more aircraft per airport/airfield, however still one free pad on airport is needed how you can build another Paradrop Plane, because the airport produce it.
- B2 (uses similar electric bombs as Kirov's blimpbomb)
[v2.0] - B2 Bomber now use real stealth technology (it is cloaked when is landed and while flying, and shown/de-cloaked when attacks).
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all submarines, giant squids or dolphins)
- Allied Repair Ship
- Aircraft Carrier Nimitz (6 hornets)
- Nuclear Submarine
- Airfield Excavator – which deploys into Airfield anywhere on the map
- [v2.0] Advanced Chrono Miner - Allied have it by default after building Einstein's Lab.
- [v2.0] Chrono Stealth Destroyer, requires playing with any allied country and built Einstein's Lab.
- [v2.0] Genetic Mutator Tank - player need to infiltrate a spy in the Genetic Mutator (superweapon), one tank is not enough to convert veteran unit in brute.
- Hijacker (steel vehicles)
- [v2.0] [SPECIAL: USA] - Drone (U.A.V.)
- [v2.0] [SPECIAL: BRITISH] - British Sabotager (Spy with C4) - Enemy needs to build wall around Construction yard, and a lot of dogs to protect from this unit. This forces human players in LAN/Internet scenario to build walls and gates around its base, so how they can protected it from Sabotagers.
What is changed:
- Tanya (arctic version added)
- Allied Engineer: can swim (has its own boat)
- Spy (paradrop mode added)
- Landing Craft: passengers can also shoot out.
- Prism Tank: now beside Anti-Ground, it is Anti-Air also.
- Night Hawk: passengers can also shoot out
- Chrono Ivan: can swim; [v2.0] - When Chrono Ivan is promoted in Veteran status then he "learn" how to become Immune To Psionics.
- Chrono Commando (arctic version added); [v2.0] - When Chrono Commando is promoted in Veteran status then he "learn" how to become Immune To Psionics.
- British Sniper: can swim, and is not only British - now Sniper have all Allied
Soviet:
Buildings:
What’s new:
- Airbase (with x3 MIGs (Boris version)) - replaces Soviet Radar
- Space Center: function: SpySat; gives: Cosmonaut
- Naval Grinder
- Old Soviet Cloning Vats
- Old Soviet Psychic Sensor with smaller radius: 12 (Yuri's has: 15)
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- [v2.0] [SPECIAL: IRAN] - Iranian Mini Nuclear Reactor
- [v2.0] [SPECIAL: CHINA] - Chinese Vehicle Duplicator (Vehicle Cloner)
Super Defense:
- Old Soviet Psychic Beacon: can capture to 15 ground/air/water units - requires Nuclear Missile already built and Japan's Stolen Tech.
- Tesla Coil like Prism Tower now beside anti-ground is anti-air* too, but it doesn’t become a veteran building, (balance mater - because it is powerful then Prism Tower).
*This is the reason why Flack Cannon is gone.
Units:
What’s new:
- Soviet Medic
- Spy (paradrop mode added)
- Tank Hunter
- Cosmonaut
- Natasha Volkova (sniper unit with Dragunov SD-63)
- Tanya Clone (new soviet voice, to get it you need to put Spy in Allied’s and Japan’s Battle Labs)
- Mobile Stealth Generator
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
- MIG (from Boris MIGs)
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all submarines, giant squids or dolphins)
- Soviet Repair Ship
- Vladimir Dreadnought (4 missiles)
- Tesla Boat
- Airfield Excavator – which deploys into Airfield
anywhere on the map.
- Nuclear Demolition Boat – which has DemoNuke as primary weapon, and can be deployed in Soviet Naval Reactor in the water.
- [v2.0] Flametrower - Soviets can have it if the player infiltrate spy in Japan’ Battle Lab.
- [v2.0] Advanced Chrono Miner - Soviet and Japan (Yuri) can have it if the player infiltrate a spy in Einstein's Lab.
- [v2.0] Genetic Mutator Tank - player need to infiltrate a spy in the Genetic Mutator (superweapon), one tank is not enough to convert veteran unit in brute.
- Hijacker (steel vehicles)
- [v2.0] [SPECIAL: NORTHKOREA] - InterContinental Ballistic Missile - I.C.B.M. Launcher
- [v2.0] [SPECIAL: TURKEY] - Allied reverse-engineered mixed-tech Stealth MIG.
- [v2.0] [SPECIAL: IRAN] - Demolition Truck deploys into Iranian Mini Nuclear Reactor, and Mini Nuclear Reactor* undeploys into Demolition Truck. *only Iranain now.
What is changed:
- Soviet Engineer: can swim (has its own boat)
- Chrono Ivan: can swim; [v2.0] - When Chrono Ivan is promoted in Veteran status then he "learn" how to become Immune To Psionics.
- Crazy Ivan: can swim
- Tesla Trooper: beside anti-ground is anti-air also.
- Armored Transport: passengers can also shoot out
- Tesla Tank: now beside Anti-Ground, it is Anti-Air also.
- Kirov (Zeppelin): now can land to the ground
- [v2.0] Boris: arctic version added; can swim (has its own boat); (water animation – fixed).
- [v2.0] Chaos Drone (Japanese decides to abandon Chaos Drone and Apocalypse replica as projects, but while Chaos Drone was abandon by Japan, was acquired by the Soviets.)
- Desolator (paradrop mode added); have all Soviets
- Terrorist: can swim; have all Soviets
Japan (Ex. Yuri):
Buildings:
What’s new:
- Ore Refinery with subterannean miner (Slave Miner as alternative is here also)
- Revealer with SpySat Uplink
- Cyborg Tech Center: is opposite from Robot Control for Allied. Gives to Yuri: Cyborg, Cyborg Gunner, Cyborg Commando and Chitzkoi (dog); Superweapon=Cyborg Paradrop.
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- Yuri Mini Nuclear Reactor
- [v2.0] Japan (Ex. Yuri) Bio Reactor Expanded
- [v2.0] Japan Air Pad (with x4 Su-37) includes the Psychic sensor, Radar and Shield features, while Psychic Sensor (building) doesn't exist anymore.
Super Defense:
- Psychic Beacon: can capture to 15 ground/air/water units - requires Psychic Dominator already built.
- [v2.0] Trainable Medusa missile launcher as NEW SUPER DEFENSE.
Units:
What’s new:
- Yuri’s Medic
- Yuri’s Engineer: can swim (has its own boat)
- Cyborg
- Cyborg Gunner
- Cyborg Commando
- Chitzkoi
- Spy (paradrop mode added)
- Attack dog
- Hijacker (steel vehicles)
- Drilling Miner (subterannean miner)
- Repair Vehicle
- Mobile Stealth Generator
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
- Sukhoi Su-37
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all submarines, giant squids or dolphins)
- Yuri Command Sub (can mind control air units)
- Yuri Repair Ship
- Gattling Boat
- Airfield Excavator – which deploys into Airfield
anywhere on the map.
- Nuclear Demolition Boat – which has DemoNuke as primary weapon, and can be deployed in Yuri Naval Reactor in the water.
- [v2.0] Genetic Mutator Tank (Japanese have it by default after building Genetic Mutator (superweapon); one tank is not enough to convert veteran unit in brute)
- [v2.0] Advanced Chrono Miner - Soviet and Japan (Yuri) can have it if the player infiltrate a spy in Einstein's Lab.
- [v2.0] [SPECIAL: JAPAN] - Yuriko Matsui a.k.a. "Omega" (Yuri's daughter)
- [v2.0] Japan Hover MCV
- [v2.0] Japanese Aircraft Carrier (with Boomer Torpedos)
What is changed:
- Yuri Engineer: can swim (has its own boat)
- Chrono Ivan: can swim ; [v2.0] - When Chrono Ivan is promoted in Veteran status then he "learn" how to become Immune To Psionics.
- Yuri Prime (can mind control air units)
- Virus can shoots anti-air (Cosmonauts, Rocketeers)
- Hover Transport: passengers can also shoot out.
- Floating Disk: now can land to the ground, can transfer passengers, and of course they can also shoot out.
GLOBAL:
1.) New features in details:
- Tesla, Prism, Mind Control technologies beside Anti-Ground now are Anti-Air too, which means: Tesla Coil, Tesla Tank, Tesla Trooper, and Prism Tower and Prism Tank are able to destroy: Aircrafts, Floating Disks, Cosmonauts, Rocketeers, Kirov Zeppelins, Paradrop Planes.
- Snipers (Allied (Ex. British) Sniper, Natasha Volkova, and Virus) are also able to shoot anti-air.
- Flak Cannon and Patriot Missile are disabled because Tesla and Prism technology are anti-air now.
- Soviet Radar is also disabled because is replaced by Soviet Airbase.
- Tech Airport: now is Radar also, and has 2 docks, so extends your productivity of airplanes for 2 more i.e. any 2 airplanes can be built, or can land on it.
[v2.0] Paradrop superweapon is changed to gives all civilian automobiles, instead of soldiers because paradrops have all sides from their ariports.
- [v2.0] Cyborgs are built at: Cyborg Center instead of barracks.
- Cyborg's units cannot be mind-controled.
- [v2.0] Now is there no limit how many times Cloning Vats as well and Chinese Vehicle Duplicator (Vehicle Cloner) can be built.
- [v2.0] If subterannean or stealth type is detected EVA warnings and radar events should be generated.
2.) Super Defense:
- Armory requires already built Weather Control.
- Psychic Beacon (Yuri’s and Soviet’s versions). To be able to build Psychic Beacon for Yuri side you must have turned on ‘Superweapons’, and already have built Psychic Dominator, in other hand for the Soviet side you must have Japan's Stolen Technology (infiltrated spy in Yuri's Battle Lab) and have already built Nuclear Missile Silo.
- ‘Superweapons’ from ‘Skirmish’ screen ware renamed to ‘WMD & Defenses’.
3.) What can be captured?
- Superweapons, Shipyards (Engineers now drive a boat), Ore Purifier, Robot Control Center, Cloning Vats, SpySat, Gap Generator, Industrial Plant, Grinder.
*Captured Tech buildings now can be sold (with exception of Outpost, and Secret Lab).
4.) Global changes:
Beside from Battle Fortress, now passengers can also shoot out of:
- Landing Craft, Armored Transport, Hover Transport,
Floating Disk, Night Hawk, Light Transport.
- Landing Craft, Armored Transport and Hover Transport now are built from weapon factories instead of Shipyards.
Almost every vehicle now can transport 2 infantries.
When
- Chrono Commando,
- Chrono Ivan,
are promoted in Veteran status then they are trained to protected themselfs from Psionic weapons.
When
drivers of:
- Battle Fortress,
- Flak Track,
and pilots of:
- Nighthawk Transport,
- Floating Disc,
- Soviet Siege Chopper,
are promoted in Veteran status then they are trained to protected themselfs from snipers.
Almost none of the buildings leaves rubbles after its destruction.
[v2.0] Now everyone know to drive, so civilian vehicles can be driven by anyone.
*If you put disguised spy as enemy into a civilian vehicle the other side wouldn't shoot at the vehicle even if you bring another passengers as Tanya, Seal, Boris, Virus, Desolator or anyone else in their base, or close to any of their units. In LAN/Internet scenario, this force human players to build walls and gates around its base.
[v2.0] Hijacker:
- Can hijack mind-controlled unit, and in the process will brake the mind-control link.
- Can't anymore act as spy and infiltrate into the buildings.
- Available to all sides, and his price is reduced from 1500 to 500.
[v2.0] Pilot (Hijacker) and crew in 80% at least of all cases would parachute from crushed aircraft.
[v2.0] SEAL in 90% at least of all cases would parachute from crushed Osprey (Destroyer's helicopter).
[v2.0] Nuclear Missile affects on air units.
[v2.0] Soviet Bunker:
- If Bunker is empty, then can be occupied by enemy's forces. However in that case not-original owner can't sold/repair it.- Snipers now can kill occupants without damage the building itself.
[v2.0] Cloning Vats and Grinders (Naval/Ground) now support 'Reverse Engineering', i.e. Every unit put in them instantly will be buildable from the sidebar.
[v2.0] Chronosphere now affects on:
- Deployed Mobile Stealth Generator
- Deployed Soviet Siege Chopper
- French Grand Cannon
*Yes, now you can move these three across the map :).
[v2.0] Tech structures now will return to 'Neutral' when owner is destroyed or surrendered, instead to be destroyed.
[v2.0] Civilian - Paris Eiffel Tower can be captured, and now can shoot anti-air to, as other tesla weapons.
*Default Paradrops ware become obsolete, and they are not used anymore.
There are 6 new Paradrop types, so, per building:
Allied Airport:
1 x Allied Medic
1 x Spy
3 x GI
1 x Sniper (Old British Sniper)
1 x Engineer
2 x Prism Tanks
Allied Robot Control:
4 x Titan
4 x Wolverine
Soviet Airbase:
1 x Soviet Medic
1 x Spy
1 x Natasha Volkova
4 x Conscripts
1 x Engineer
1 x Apocalypse
Japanese Airpad:
1 x Yuri’s Medic
1 x Spy (paradrop mode added)
1 x Virus
3 x Initiate
1 x Engineer
1 x Magnetron
1 x MasterMind
Japanese Cyborg Tech Center:
3 x Cyborg
2 x Cyborg Commando
2 x Cyborg Gunner
Tech Airport - All Civilian automobiles
1x Automobile
1x Sports Car
1x Taxi
1x Jeep
1x SUV Black
1x SUV White
1x City Pickup Truck
1x Village Pickup Truck
[v2.0] Pilot (Hijacker) and crew in 80% at least of all cases would parachute from crushed aircraft.
[v2.0] SEAL in 90% at least of all cases would parachute from crushed Osprey (Destroyer's helicopter).
5.) About bridges:
- Bridge repair huts now can be destroyed, so the opposite side player will not be able to repair the destroyed bridge, after that.
- SEALs and Tanya can still normally destroy the bridges, and also engineers can still normally repair the bridges.
- Crazy Ivan's bomb will destroy the bridge, but will also damage the 'Bridge repair hut'. However damaged 'Bridge repair hut’ itself can’t be repaired, which is not problem till the gameplay.
6.) New reworked maps:
[v2.0] There are two new (reworked) maps that support all modes:
7.) AI (Computer player) gameplay was updated. Now computer will use any new unit, structure or technology that mod adds to the game, to fight against you or another computer player.
SPY STUFFS in details:
[v2.0] Global:
If you put SPY in Radars/Spy Satellites/Airfields:
- Radar explored map is reset, and from that point further you see every new enemy's exploration on the map. Even you will keep the radar if the spied structure itself was destroyed/sold/captured.
If you put SPY in any SUPER WEAPON:
- SuperWeapon is reset, and you get the current SuperWeapon as pre-charged to fire it once.
If you put SPY in War Factories/Barracks:
- You get Veterancy on the units,- With the click on the structure you will be able to see what it produces at the moment.
If you put SPY in Construction Yard:
- With the click on the structure you will be able to see what building is in progress at the moment.
If you put SPY in Cloning Vats or Grinder:
Spy infiltrated in Cloning Vats or Grinder will destroy plans which player get it with reverse engineering with putted captured unit inside these buildings i.e. will undo (restart) availability of the enemy's reverse engineering available units.
Expanded Veterancy (Secret*):
- Defense buildings get pre-elite status with Spy infiltration in Battle Lab(s).
- Naval units get pre-elite status with Spy infiltration in Battle Lab(s).
- Aircrafts get pre-elite status with Spy infiltration in Airport(s).
*ARES bug blocking usage of elite/veteran cameos.
Allied:
When you infiltrate Spy in Soviet battle lab you get:
- Nuclear Sub (new unit)
- Armory (considered as Super Defense buildings)
When you infiltrate Spy in Yuri battle lab you get:
- Allied Cloning Vats (stolen Yuri's plans from its Cloning project) (Allied version/new building)
When you infiltrate a SPY in Genetic Mutator, beside once pre-charged superweapon you get plans for Genetic Mutator Tank.
Soviet:
When you infiltrate Spy in Yuri battle lab you get:
- Old Soviet Cloning Vats (stolen / retrieved Yuri's plans from its Cloning project - (building from RA2))
- Old Soviet Psychic Sensor (stolen / retrieved Yuri's plans from its Psychic Sensor project, but this one has smaller radius: 12 (Yuri's has: 15) - (building from RA2))
- Old Soviet Psychic Beacon (stolen / retrieved Yuri's plans from its Super Defense project)
- Vladimir's Dreadnought; [v2.0]actually you already have stolen/retrieved the plans and you are now able to build it.
- Naval Grinder (stolen Yuri's Grinder tech combined with Soviet Shipyard - (new building))
- Flamethrower
When you infiltrate Spy in both: Yuri and Allied battle lab you get:
- Tanya Clone (Soviet version, weaker then original, with new voice)
- Naval Grinder (stolen Yuri's Grinder tech combined with Soviet Shipyard - (new building))
When you infiltrate a SPY in Genetic Mutator, beside once pre-charged superweapon you get plans for Genetic Mutator Tank.
When you infiltrate a SPY in Einstein's Lab, you get plans for Advanced Chrono Miner.
Japan (Ex. Yuri):
When you infiltrate Spy in Soviet battle lab you get:
- Mini Nuclear Reactor (new building)
- Nuclear Demolition Boat (new unit)
When you infiltrate a SPY in Einstein's Lab, you get plans for Advanced Chrono Miner.
Goal of this mod is achieved again: Gameplay is far more realistic now!
P.S. Many new mods implement too many new units and structures which knows usually to be complicated for playing because the duration of the match itself is not too long to build and use every each of them into it.
When I first installed the mod, I got confused that there were no new files at all in the copy of the vanilla RA 2 folder I've set up for it. Then I did go data hunting, and sure enough, I've found the files then in the default location (/westwood/RA2 on C-Drive). I tested to uninstall/install two more times, and everytime, despite making sure my custom-location on my D-drive is selected, it always installs to the default location on the C-drive anyway.
When I then tried to copy the installed files over manually and started the mod, it loaded up and I started a skyrmish as japan. All the new buildings/units have missing cameos in the build menu, the attack dogs had no animations at all, and the refinery was 1x1 build foundation despite taking more space. That made me not playing further.
So yeah, I'm not impressed. The problems might have to do with me copying the files over manually, but you should know not everyone uses the default-location on C:\
tl;dr: fix the launcher
First of all, Installer works just fine, installation path can be changed from the installation window, and the shortcut has relative path (and not absolute to C:\Westwood)
What you are doing is wrong!
1. Choose to install to %YOURDRIVE%\Westwood (or whatever), and
2. You will get shortcut to desktop with the workable path.
If you want to go all the way around, i.e. to extract the files to default location "C:\Westwood", and move them from there to %YOURLOCATION%, then after moving them, you need to run the game from "RA2IT.bat" and not from gamemd.exe, or ra2md.exe.
If you run the game directly from gamemd.exe, or ra2md.exe then ARES is not loaded, and the mod wouldn't work properly, or even game crush is possible.
As I see, your base folder has not contain fresh clean install of the game, there are save files showed on the video.
Advise: Check for "expandmd99.mix" or any "*.ini" files in your RA2 directory and if some existed - deleted it!
author,the installer's installing folder option seems to be useless,because no matter which path I select,the full objects will all be put into "C:\WESTWOOD\RA2",which is the default installing path.
I do have done the installion by copying and all files in that default folder and pasting into the folder where Yuri runs.But I want to know if I did wrong so I can't install in the path that I wish,or that's a bug?
When I've tested the game, and make a repack for it, I've forced default directory to "C:\Westwood\RA2", and that behavior was mistakenly kept in the mod installer template, now I've fix that, and fixed installer for the mod is uploaded.
Thank you for your quick response.
Ok, the new installer works now, and I switched from my retail version over to the origin version which I downloaded and there it worked properly. Which is strange, because my retail version itself never had any mods installed, I always copy a new verson of it before I use that copy for a mod.
Anyway, thumps up for the quick response. Everything is good now.
no errors ?
No errors.
nice job!! thanx :)
so i have commented on the main mod page and now i will post here too you can not complete the first allied mission. you can capture very power plant and ever the nuclear reactor but it will not start the second objective i dont know if it has to do with the fact the fact the the first 2 power plants youre shown are and not grey but i would like know if there is a work around for this or a possible fix?
Missions are not compatible with the mod, so now are disabled.
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