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Sadukar09
Sadukar09 - - 16 comments @ Red Alert - Able Archer Version 1.4

It's part of the readme file.

Installation:

C&C Red Alert Able Archer is confirmed to work with C&C The First Decade with TFD 1.03 rev4, and the freeware version by CNCNet.
Red Alert's version should be 3.03.

It may work with other versions of the game, but may encounter bugs.

**Remember to backup your copy of Red Alert before copying Able Archer over to your installation.**

-Simply copy and paste all of the files in this folder into your Red Alert directory.
-If you are using C&C The First Decade v1.03 rev4's installation of Red Alert, copy the files from Red Alert - Able Archer TFD to your Red Alert folder.
-If you are using CNCNet's installation of Red Alert, copy the files from Red Alert - Able Archer CNCNet to your Red Alert folder.

In case you are wondering why, TFD's installation doesn't accept expand4.mix.

Known bugs:
-Game crashes when loading more than one save game per .exe instance. Save often. If you need to load another save, exit the game and reload.
-Structures sometimes will need to be hit multiple times to destroy.
-Transport Helicopters will attempt to leave the map when Spetsnaz board them. This is hard coded. Simply order the helicopter to stay behind.
-Soviet mission 3, the enemy spy will get stuck at the first house and not fire on your troops. If you kill him, you win. This is a lucky break for you. If the spy actually fired like he's supposed to, you'd be in trouble.
-Soviet mission 14 - Good luck. If you're the first person to beat it on Hard and record it all, I'll send you $10.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Haha, I wish.

I did make one ages ago for my own personal use, but I've lost the drive with the stuff. RA1 is a lot less time consuming to mod, since I made a lot of my own shp, but I'm not the best at voxel editing.

I've been out out of the loop on RA2 stuff, so I'm not too familiar on any good mods beyond Mental Omega, which of course isn't anywhere close to Cold War.

I don't think it'll work with OpenRA, because the modding system is different. If someone well versed with OpenRA is willing to port it over, I don't see why not.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ WIC: Modern Warfare Mod

Is there a reason why when I start a game, the map shows blue (looks like assets not loaded), with trees everywhere?

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ Red Alert - Able Archer Version 1.4

Sorry for the late reply. You have to run the RA95.exe inside the game's installation folder.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ Red Alert - Able Archer Version 1.4

You need the C&CNet; version.

Cncnet.org

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Unfortunately it does not. However, even the regular missions from before is now a real challenge (since they don't break them, for the most part). Have fun!

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

The old engine does not support adding new units. In order to keep compatibility with older versions of the game, submarines were changed into surface warships.

Plus battleships vs battlecruisers is cool.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Dang it! I missed it.

The anniversary was yesterday too!

Such a shame :(

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Hey there,

It should work. I'd run it with the C&CNet; version, as it's free and will be fully updated.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Unfortunately, the mod is only guaranteed to work with the normal Red Alert/Aftermath/CounterStrike/Ant missions.

New CNCNet campaigns may change units depending on the map rules, as that can be done independently of the mod rules.ini.

Good karma+2 votes
Sadukar09
Sadukar09 - - 16 comments @ Red Alert - Able Archer Version 1.4

You're right.

I changed the name to Version so people don't get confused.

The mod is very simple, and making each update as full version makes everything easier.

Good karma+1 vote
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

Hey there,

I tested Light Infantry today, but I can't replicate your issues.

Light Infantry under the [E1] entry has [Dragon] weapon, which only has a range of 4, and has a projectile that cannot fire at air targets.

Only Rocket Soldier has a missile launcher that can out range basic anti-personnel defences, with a range of 6.

If you want grenades, you'll have to edit a weapon, but all of them are used in one way or another. [Dragon] is the most appropriate, as it's used by [E1] and the Soviet Foxhole.

Problem with giving grenades to Light Infantry is that it will overlap with the rifle weapon. Grenades require a large damage pool for the unit to choose over its rifle. But HE will do more damage to every armour type than the SA warhead used by rifle weapons. Therefore it will supersede the rifle in every respect.

From the damage you're talking about, I don't know what's going on. Conscripts are the only units that deal 15 damage with their rifle. Light Infantry with rockets deal 40 per hit.

Good karma+2 votes
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

It is possible to make it by simply deleting the TD buildings from the mix files.

I'll see what I can do.

Good karma+2 votes
Sadukar09
Sadukar09 - - 16 comments @ C&C Red Alert: Able Archer

No, it's for the original Red Alert.

OpenRA runs on different modding system.

Good karma+3 votes
Sadukar09
Sadukar09 - - 16 comments @ Bluehell Productions

Hahaha, I doubt it.

Good karma+5 votes