Dark experiments have permanently altered time. Or have they? Now, Soviet tanks crush city after city while Allied cruisers shell bases. Spies lurk, land mines wait, and strange new technologies aid both sides in their struggle for ultimate control. Einstein was a brilliant mind, but he did not comprehend the consequences of his actions until it was too late... Command & Conquer: Red alert gives you the opportunity to be more devious, cunning and ruthless than ever before. Easy to play and highly addictive, Red alert puts the fate of the world in your hands!

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12 comments by Milanium on Apr 24th, 2015

This release a huge step forward for the Dune 2000 mod in particular. It includes just shy of 1000 commits by 53 contributors, the culmination of six months of relentless work. With more than 2000 files and 210,000 changed lines it is one of our busiest development cycles to date.

A large development focus has been on the Dune 2000 mod, which contains the most visible changes. A new sidebar, sandworms and Carryalls are the big new features, which should make any Dune 2000 player feel more at home in our mod. Additionally, the OpenRA.Utility now supports importing maps from the original Dune 2000 game, so we hope that the number of maps and of course the number of players will increase in the near future!

The other mods were not neglected, though. In Red Alert, the standout feature is the support of playable factions such as Russia, England, France, Ukraine and Germany. In both Red Alert and Tiberian Dawn, new single-player missions are available that will keep you occupied.

Of course, we have not only improved the mods themselves. Here is a list of changes that affect the game in general:

  • The server browser shows and allows joining games from any installed mod.
  • It is now possible to disable the “short game” mode that was forced in the past.
  • The player name and colour can now be set up in the settings dialog.
  • When creating a server, the game informs the host about port forwarding issues.
  • Left-click mouse orders have been markedly improved.
  • Some missions now support difficulty levels.
  • A huge number of smaller gameplay fixes and improvements, including:
    • Friendly units blocking the exit of a production building will now move out of the way if needed.
    • Units will no longer hunt cloaked units.
    • The spy plane in Red Alert will no longer lure your anti-air capable units across the map.
    • Planes will no longer collide with helicopters and push them out of the way.
    • Your faction will not be revealed to enemies when you have selected a random faction in the lobby.
    • In sell mode, the tooltip will now show the expected refund value for structures.
    • Harvesters should now no longer block themselves at refineries, and also make use of all available refineries if the nearest ones are occupied.
  • A similarly massive number of performance improvements have been made in this release.
  • Many race conditions and crashes have been fixed across the board.

For the complete list of changes, please visit our changelog page.

A note on key bindings: In the previous release, the key to toggle team chat was changed to ‘Alt’, which, looking back, was an unfortunate decision. It has been reverted to ‘Tab’ in this release, where it serves a double role: on an empty line, it toggles team chat, otherwise it auto-completes player names.

For modders and mappers, there have been quite a few important changes as well. We have introduced a new map format, to which maps running on this release will be updated automatically. All of the shared engine code has been moved into the OpenRA.Mods.Common project, so that third-party mods can drop their dependencies on our game mods. A lot of code has been changed to enable features that will be needed by the Tiberian Sun mod. One important change for Red Alert mappers is that the gem mine has been replaced with a new one. For more details, check out the changelog, as well as the trait and Lua API documentation.

Looking forward, we hope to get the next release out faster than this time around (famous last words!). Feature-wise, you can probably expect the first appearance of the in-game map editor in the next release, in addition to much of the things that are currently in our pull request queue. Beyond that, we will see… If you want to keep track of the development, keep an eye on the release milestone and the development changelog.

We will also try to make more use of our YouTube channel to show off new and little known existing features, provide mission walkthroughs and other content, so watch and subscribe!

Now enough with the talking! Head on over to our download section, grab the installer for your OS, and enjoy the game!

The long awaited sandworms and Carryalls have finally arrived in our Dune 2000 mod!

Playable countriesRed Alert now has playable country factions, and matching choices for random faction selection.

Overhauled server browserThe server browser now lists games from all available mods, and also allows joining games across mods.

Mission difficultySome missions have received support for multiple difficulty levels.

Refund tooltipIn sell mode, the tooltip will now show a structure’s expected refund value.

Tiberian Sun teaserBehind the scenes, the still unreleased, work-in-progress Tiberian Sun mod has received support
for some crucial features. Keep an eye out for more news and media about TS on our Facebook page!

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Post comment Comments  (10 - 20 of 63)
APB_ICE
APB_ICE Jun 27 2010, 10:15pm says:

Say, does anyone know a good (free) program to make Red Alert 1 shps (shapefiles)?

I want to make some new infantry/vehicle graphics, but SHP Builder 3.36 corrupts them.

+2 votes     reply to comment
Milanium
Milanium Oct 7 2012, 6:58pm replied:

Try OpenRA.Utility.exe which is a command-line tool documented at Github.com

+1 vote     reply to comment
medicimo
medicimo Jun 19 2010, 9:43pm says:

Hitler is.... out of ze vay...

Bonus points for whoever gets that reference!

I still prefer this game to the newer Red Alerts, in a way.

+6 votes     reply to comment
CnC_Fin
CnC_Fin Jun 25 2010, 9:24am replied:

Albert Einstein in RA intro video :D

+4 votes     reply to comment
AirborneSn1p3r
AirborneSn1p3r May 9 2010, 5:44pm says:

Cant wait 6 days and i get a new ps1 so i can link it up with my old one and play command and conquer red alert 2 player :D

+2 votes     reply to comment
Gman(evil)X
Gman(evil)X Apr 22 2010, 2:18am buried:

(buried)

Nice game ****** graphics but I guess that's the best they can make back in 1996

-8 votes     reply to comment
Harrier_Jumpjet
Harrier_Jumpjet Aug 10 2010, 6:56pm replied:

Ever heard of the fact that computers couldnt handle super duper graphics back in 96?

+2 votes     reply to comment
OrangeNero
OrangeNero Jun 12 2010, 3:58pm replied:

i dont know which games you play but in ten years i will come back to you and say they look like ****

+6 votes     reply to comment
Third.Eye
Third.Eye Feb 21 2010, 3:07pm says:

How can I get this download along with the custom firmware?

+2 votes     reply to comment
AirborneSn1p3r
AirborneSn1p3r Feb 17 2010, 3:41pm says:

awsome game, and to me the best

+2 votes     reply to comment
Juffe
Juffe Jan 20 2010, 8:36am says:

This game is a ******* LEGEND!

+6 votes     reply to comment
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C&C: Red Alert
Platforms
Windows, DOS, PSP, PS3, PS1
Developer
Westwood Studios
Publisher
Virgin Interactive
Engine
Westwood 2D
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Official Page
Westwood.com
Release Date
Released Nov 24, 1996
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9.7

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Highest Rated (7 agree) 10/10

Love RA1! You can tell that the best of the best was put in for this game, despite its graphics compared to now. Then they were very good, plus the cmapaign had a great storyline no matter what, with that great question of "what if..."

Nov 22 2010, 7:10pm by NoblePhoenix8310

Style
Genre
Real Time Strategy
Theme
War
Players
Single & Multiplayer
Project
AAA
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Sequels
C&C: Red Alert 3, Released Oct 27, 2008
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C&C: Red Alert 2, Released Oct 3, 2000
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C&C: Red Alert, Released Nov 24, 1996
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