There's probably a loose ra2md.csf in your game folder. Remove that and your mission text should work.
There's probably a loose ra2md.csf in your game folder. Remove that and your mission text should work.
Glad to hear you're enjoying it. Yeah, RA2's pathfinding can be very clunky at times, particularly with trees and rocks.
You can see mission briefings on the client before launch, or by pressing the left button in the top-right corner when in-game. Some of the mission objectives change from that initial briefing, but usually that will have all the info you need.
That is intentional. Balancing these missions was a pretty lengthy process, which would only have been longer if the player could also access the other side's tech tree.
Changing your Renderer in the Options menu should fix this.
Try updating your video drivers, and also try repairing your .NET framework, you should be able to search online for guides on these.
If that doesn't work, make sure your game folder is exempt from your antivirus, as that can remove essential client files.
What you see is what you get with Hard. That's definitely not the only part of the campaign with that level of challenge, remember that the difficulty levels are not matched with the original RA2's difficulty.
We don't have an ETA on the Yuri campaign, since none of it has been started yet. You can expect updates in the coming months though.
There are some known bugs related to playing several missions continuously. Though there isn't a known fix at the moment, you should be able to just close the game and relaunch from the client on the mission you choose. Mission 5 itself has been working for other players, so it's probably just a minor bug for you.
This probably means some core game files are missing. Make sure you're using a full, unmodded installation of the base game RA2 and YR before installing.
I appreciate all the detailed feedback!
For certain, the core of this mod is different to original RA2, with a greater focus on different types of mission; fewer base-building and more micromanagement and partial-base operations. There are absolutely some Tiberian Sun influences going on there, they're just the formats I personally find more interesting because they space out the base-building ones and make them more rewarding through their scarcity. I entirely understand if you disagree.
The tech scales are off because the story is different. When writing the story for this mod, it was very counter-intuitive that each scenario would follow on from the last without some considerable changes. Things like Tesla Tanks existed in the first game, so they felt reasonable to bring on sooner. The Apocalypse is developed in this timeline earlier because it would be no fun to simply prevent them existing for the rest of both campaigns, so in this scenario it's an enhanced version of the apocalypse, which is deliberately a bit ridiculous and powerful for the novelty of it. While I wanted to make many of these operations reverse neatly, it would have completely wiped out any logical progression of events from a story standpoint, so I had to make some design compromises in that regard.
While Hard difficulty is designed for more experienced players, I would say that Easy is pitched at the level of people familiar only with the original game and not many mods or the online community position since then. There is a bit of a stigma in the C&C community about playing on Easy, which I hope hasn't factored into your personal experience. As a simple rundown, Easy is for classic casual players, Normal is the absolute intended campaign experience, and Hard is a deliberately exaggerated challenge mode for the hardcore players in the community.
Once again thanks for all the detailed feedback. I hope you've had a fun time with the mod!
As a side note, were you using the Sniper on Operation: Sun Temple? I agree that only having the spy there would be quite unfair.
Nope. Enemy tech trees are disabled for all missions.
This is probably a renderer issue, try switching between them in settings.
These would fit right into a classic RA2 city. Beautiful!
I like the premise, but since the Americans don't know how the Psychic Beacon works yet, they wouldn't be able to predict how long that could take. That will appear in future missions though.
Not exactly. This starting area looks similar to the one from Chrono Storm only because it's the same style, but not actually the same part of Moscow. This base is to the West of the Kremlin, rather than the North.
And in terms of events, the Allies are not involved here.
This is just a showcase of some changes we've made to support both RA2 and YR missions concurrently. This won't actually happen in a mission.
Yes. Once the Soviets in the city have been captured under the Psychic Beacon, the player must protect the Kremlin with Yuri inside.
This project has taken longer than I originally expected, but the plan in the end is to "flip" all of both RA2 and YR.
Indeed, I have not died. This project has been on hiatus for personal reasons, but development is continuing now.
Yes, RA2 and YR's soundtracks will both be included in the download, and other tracks such as the Credits and Score screen themes from both games will be available in the music player.
Hello,
The mod is still in development, don't worry. I've taken a break from the project for personal reasons, but I'm back working on it now. I've been considering something like a demo release, but there's still some polish needed before that can happen.
The AI's continue to attack indefinitely. But don't worry, they're not going to do all the work for you.
Yes, though the first public release will only be for Red Alert 2 missions.
Due to the stronger border stations, the idea is that the Allies had more time to set things up this time around, so almost every outpost is a bit more built-up and defended than before. Nothing here is final, and I think this map could always do with more jazzing up.
Yup, my reasoning being that with those beefier border stations, the Allies had more time to set up proper bases and defences than in the original.
Sadly yeah, not much I can do with that. One of the key differences I think is that there's only one Soviet commander in Deja Vu, while the player will get support from two AIs throughout this mission.
At this point, both campaigns are concurrent. There is a tipping point at which things go distinctly differently later in the campaign. One of the reasons for this is that Vladimir's betrayal and Yuri's rise to control of the Soviet Union were needed in both timelines for certain aspects to work.
I would say that both sides will achieve... some kind of victory. After all, if these missiles survive, Europe is at risk of being nuked into oblivion for even opposing Russia.
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