Beowulf's Rules 2.1b
Aug 13, 2009 Full Version 4 commentsThe full version of BWR for Red Alert 2. Contains balance fixes, new units and hordes of other changes, including a very brutal and vicious new Skirmish...
Beowulf's Rules is a modification for Red Alert 2 that aims to bring balance to both armies, while adding some extras to enhance gameplay even further. Every single unit in the game has been changed in some way to give it more purpose in battles or less overpowering to keep games more even. No longer are late games stack in favor of the Allies, nor are the other countries less appealing to use. Each country has bonuses to give them an edge in some fashion but at the same, a negative effect is in place to keep the bonus in check; additionally, each country will have certain units trained at veteran.
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The full version of BWR for Red Alert 2. Contains balance fixes, new units and hordes of other changes, including a very brutal and vicious new Skirmish...
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I noticed your old forum: http:+//+forums.+freedomstudios.+net/forumdisplay.php?f=180 (ignore the plus signs)
I'm guessing the reason why it's been somewhat inactive is that not enough people know about it. You know the autocomplete feature in Google search? Typing "Beowulf's R" doesn't yield an autocomplete, meaning it falls below the Google standard of popularity, which is currently not good.
I say this is because there are tons of hidden Red Alert 2 lovers who might once again stumble back on this game. Even Mooman's is still getting a relatively large number of downloads per week. There hasn't been a game like Red Alert 2 since, with the fast gameplay and cookie-cutter strategy.
A few things:
-The Soviet seemed to be severely nerfed in Yuri's Revenge. No Yuri meant sticking to fair fighting, no psychic radar meant using only dogs for spies. The siege chopper took a long time to deploy and with its minimum fire range it was weak against fast movers and AA.
The only things left are battle bunkers and the industrial factory. The thing about the factory is that it turns the Soviet into a tank-monger without need for infantry. While this might have been effective for combat, the dependance of the Soviet on tanks becomes a problem when the new Guardian GIs are so capable of destroying them.
On the other hand, the Allied gains the strongest tank in the game, the versatile Battle Fortress.
-Also, Yuri's faction introduced some powerful multi-role units that introduced slight disorder. The boomer sub for example is cheaper than the combined price of a sub and a dreadnaught, but it has the capabilities of both. It seems instead of creating an entire navy for Yuri the developers made an all-in-one unit, perhaps to save time.
P.S. I managed to destroy an "brutal" AI's entire base using a single set of units and no aircraft!
Oh yeah, I friggen love this mod. The feel of it is awesome.
Your work resembles that of a genius.
The people posting here may not see it, but it is rare to find someone with this level of skill and accuracy. Even Unholy Alliance 2 is placed underneath its 2 constituent game types, for example. But perhaps the description for Unholy Alliance 2 should have Tech Revolution and Unholy Alliance switched to match the positions of the game types above?
Hope you continue this work!
A few things, some may disagree:
-I've noticed that the tent in the Soviet airstrip does not blend in well with the other Soviet structures.
-Some of the original voxels (Apocalypse, maybe) seem slightly out of place amongst the modern new voxels, maybe some old ones need to be tweaked?
Oh, for the record, this beats the classic mods like Mooman's, Deezire, Eagle Red, etc. However, more people need to be more informed about this mod. Not nearly enough people know about it I think?
I'm not out to win any contests but thanks all the same I guess. :p
I'm still working on some things here and there. I have 2.2 slated for release here soon, when I finish up the YR version of this mod series. A fully polished 3.0 is also being planned out and may address a few things but 3.0 will simply polish the mod to reduce as much duplication as possible.
- The Airstrip was designed with Red Alert in mind, hence its more simplistic design. I've been using it for years and absolutely love the thing to death since it works so well. It's just a runway when you get down to it.
- The Apocalypse Tank original stays. I actually like it, though it may receive a few enhancements by the end of the mod. But the overall design won't actually change.
[EDIT] I actually posted it here so I would gain some more exposure. Not thousands of downloads a day or anything but enough to have more people try it out.
*continued from the post below*
This is the second part of the post below this post.
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Don't nerf the apocalypse, please. Its slower speed compensates for its higher damage.
Yes, keep the range of those special tanks (Abrams, apoc, Korean special, others) the same to maintain balance in reach.
I haven't found use for the allied laser infantry.
I like how IFVs and AA need several shots to take down some planes.
Generally, try to avoid having units whose roles overlap too much. The more powerful one is used and the less powerful one is never used, which is bad because it causes superfluidity and interrupts the tactical nature of the game. Personally I think the two soviet $2500 artilleries and the two Allied $2500 anti-tank tanks are too similar in function and purpose, taking away from the uniqueness of the countries that possess these units. If you can't find any way to make them different, you can make their damage/armor exactly the same, so then they become an aesthetic perk.
Psychic beacon looks like it was designed to be a civilian campaign building, so its style does not perfectly match that of the other soviet buildings. Maybe some small tweaks? Up to you.
I like how the allied special tanks' tank shells only make make that kind of small explosion.
Also, the Soviet $2500 flamethrowing tank does not seem to have a clear role. If it is anti-infantry, then the cheaper ones seem to do a better job and at that point in the game infantry does not pose such a large threat, unless you wish to increase its effectiveness or lower the cost. Or, you can even reduce the time it takes to build it (if that's possible)
I've noticed that the Abrams tank beats any other Allied special tank 1-on-1, including the German one which seems to have the exact same role.
With unholy alliance on, the German special tank becomes superfluous alongside the Abrams. Is there a way to change this, such as reducing the German one's cost or making it have a different role from the Abrams?
Also, I see you've preserved the apocalypse's role as the champion in tank vs tank battles, which I like.
And, the Deathshard artillery seems to have trouble getting the debris to fly out from the target location when attacking.The debris seem to land immediately beside the point where the main artillery shell lands. Every once in a while though, the debris does fly out properly.
Also, the green aura on the nuclear reactor seems to cause more lag than without the aura, though not significantly.
Another thing, during long games against easy AI I've found that after a while the AI gets a bunch of tanks but seems to lose track of them, leaving them inside the base beside the factories. It even went to the point where his entire base was crowded and units had a hard time getting out.
Also, is there a way to toggle the decals (explosion craters) left on the map by tanks and debris? They seem to add lag when there are tons of them around.
I've noticed a slight general trend of units becoming more powerful. Don't let this continue too much or else units will eventually become more and more lethal to the point where keeping a set of units alive becomes hard.
Response to the second one.
- I never nerfed the Apoc. It was only made better. It will always be the King of Tanks. But when I said changes, I mean design changes. The power will remain the same.
- The Allies special tanks are all pretty much on par with one another. No better than the rest but the Mirage Tank is still more effective at dispatching armor. However, for an extra kick, the heavy tanks are there.
- Mid-game mini siege. Try them in IFVs.
- Each of the heavy duty units have something to make them less effective so their use doesn't dominate, and namely it's cost and build time. The big specials take a long time to finish, even with several factories.
- Deathshards are weak and very inaccurate; the Rad Artillery isn't as potent against structures as the V3, taking several to be more effective than just a pair V3s; the Abrams Tank is expensive, somewhat slow and the projectile takes time to hit its target; Panther Tanks are the same but less potent on vehicles and shorter than artillery range.
- The Psychic Beacon was used as a Soviet base structure in several missions so I don't see any need to change it.
- Ah, Cuba's Inferno Tank. It's still mainly geared towards anti-tank warfare but it is effective against infantry as well. It leaves fire behind, and it also has a suicide function, which is quite potent.
- The Abrams Tank was designed to be the Allied heavy tank, but it's still no match for Soviet might. And it's $2500 so it's still a huge investment that may, or may not, pay off. The high cost is what keeps the extra specials in check in most cases.
- Germany's Panther Tank is geared towards an anti-building and anti-defense role instead of anti-tank. Use it on a structure, does more damage to them than any other non-artillery unit in the game.
- Naturally. The Apoc is the King of Tanks.
- Yeah. The Deathshard is hit and miss. I fixed that by a good margin in Yuri's Revenge and am still working with it in Red Alert 2. 3.0 should address a few of these issues.
- Haven't noticed any slowdowns with Reactors.
- 2.2 should hopefully address the AI issues a little more. I'm still trying to work out the AI so it uses the units it has built up instead of making new ones all the time. But this is RA2, the AI is far from perfect.
- Unfortunately no.
- I actually nerfed quite a few, but many were made better to be more useful. The scale went up a few notches to make things more even so it's still the same.
Just blame Olaf for not updating it. =]
Haha. I could but it still works well, and even runs on Vista so it doesn't need any big changes.