Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine.

I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine!

The Mod will be updated by adding a few units at a time (typically around 10 items).

The mod is a mixture of mostly EA & public models, has well has a few original models done by me.
Check the forums & articles for detailed information and for in-depth discussion.

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Here is the internal release V that was cancelled. While this had potential, there was still too many issues for me to resolve, and I still felt that the Allies looked far too much like GDI. You will also see that there is an over reliance on RA3 assets when it comes to the Soviets (although this is preferable to Nod's atrocious structures!).

German Tank DestroyerAllied APC

Badger BomberTesla Trooper


Release 5 alpha
C&C Red Alert History: Release 5 alpha

This release will never be finished has I have reached the limit of additions-per-release that I had set.

This alpha was tested for a while, but there are still some outstanding issues, however there are no crash issues (that I experienced).

This has been released for the long suffering Red alert history fans (all 5 of them!), who constantly see images but never get to test anything properly.

Known issues

  • The Iron Decay support power is missing (I was going to improve it, but never got around to it).
  • The AI will almost never use the Tesla Troopers 'charge coil' ability.
  • The Soviet Crane has major issues (I believe the issues are being caused by the ability to recycle vehicles). Any vehicles attacking it will have targeting issues when it comes to engaging this structure, and also the AI will often fail to destroy this structure or will completely ignore it (indicating that they are also having targeting issues).
  • The Heavy assault gun has misaligned wheel textures, that are very noticeable when the vehicle is moving.
  • The Harbinger, YAK and P51-J, all have a bug whereby if they have destroyed a target and there is no other target in their range, they will stop in mid air, perfectly stationary! I have not yet been able to resolve this.
  • The Badger bombers AA turrets apparently do not work.
  • The Soviet Flak cannon only pitches up when attacking aircraft, not by default.
  • The Soviet airfield will typically open all of its covers when it gets hit by an enemy weapon!
  • The Kirov mkII weapon handling is very poor (it will often choose the wrong weapon).

Hints and Tips

Allies

  • The APC and Phase transport have a drop modifier. This means that any infantry that exits from them receive a modifier that slows them down for a few seconds. This was done to reduce the frankly boring Engineer+APC opening moves that the Tiberian C&C series are famous for. Also it means that you have a few seconds to react (even if means selling a structure) to the nightmare Phase+Engineer or Phase+Tanya combinations.
  • The British Sniper is the Allied garrison clearer (one unit at a time, if it is 3 squads of Conscripts you will be there for a while!).
  • Tanya gains an EMP ability! This is deployed in a similar style to Nod's buggy in Tiberium wars. I am sure that Tanya players will find many uses for it!

Soviets

  • Infantry inside the Soviet Bunker are still immune to garrison clearing weapons!
  • If you feel that your Nuclear reactor is about to be destroyed, sell it, to avoid having to deal with the fallout.
  • The Psychic beacon, has well has providing a support power, is also a full range stealth detector (ie equal to detector units detecting range) and also it will attempt to deflect small missiles that are fired within a radius around it (same has the Scrin Storm column). These extra abilities can be very useful when facing the Allies and the deadly Phase transport, so consider building more than one Psychic beacon in order to protect key areas in your base.
  • If you enter a Half track with a squad of terrorist, you will get the option to use the Half track has a make shift bomb truck! Just click on the explosive button, and then click on your intended target. If you want the Half track to use its gun, click on the gun button.
  • Infantry can use their weapons from inside a Half track. Half tracks + Tesla troopers + Iron curtain = insane!
  • If you place any Flame tower within a reasonable radius around a Psychic sensor, its weapon will be improved! The fireball will attempt to home in on any target, guided by the Psychic sensor!

Please use the forum if you want to help improve Red Alert history!

Special thanks to:

Black_Drakon
Gunship_Mark_II


Release IV - Leaked alpha

Release IV - Leaked alpha

News 7 comments

A leaked version of the cancelled release IV, this release will never be completed.

Release 2

Release 2

News

Basic information regarding release 2 can be found here.

Changes to Release 1 additions

Changes to Release 1 additions

News 1 comment

Quick summary of updates and fixes to release 1 content in release 2.

BYE!

BYE!

News 4 comments

It's time to say goodbye to those poor C&C3 units that have been fired from release 2.

RSS Files
C&C Red Alert History: Release 5 alpha

C&C Red Alert History: Release 5 alpha

Demo 9 comments

Abandoned internal alpha of the cancelled C&C Red history: Release 5

C&C Red Alert History: release 2 *(Obselete)*

C&C Red Alert History: release 2 *(Obselete)*

Demo 11 comments

A few more units for the Allies and Soviets. Have fun!

C&C: Red Alert History 0.01 *(Obselete)*

C&C: Red Alert History 0.01 *(Obselete)*

Demo 1 comment

The first release adds 10 new items, has well has trimming (read butchering) some C&C 3 elements to adjust the gameplay.

Comments  (0 - 10 of 178)
forestfur147
forestfur147

I would much rather the RA2 (perhaps Yuri's Revenge) roster of units rather than the original RA roster. I think it would add much more variety and strategies to use. But that's just me. If you aren't able to commission models for them, that's all well and good. Good work, either way! Still love the mod.

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ThaneWulfgharn
ThaneWulfgharn

Well, first of all, this mod is a museum of all 3 Red Alert games, thus it would include units from all of them.

The main thing is that some RA2 units would be too hardcoded to implement i.e. the Chrono Legionnaire or the Terror Drone. Others (the IFV) would prove a real pain in the a** to introduce with so many variations. The APC with units firing from inside and the Flak Track pretty much cover that role well (even though I'd like to see a new model for the bomb-loaded Flak Track).

As a second issue, in terms of design, some RA1 units are superior to their RA2 counterparts while occupying the same role. Light, Medium and Heavy Tanks are better designs than Robot, Grizzly and Rhino Tanks respectively. Also, the Allies need a decent Attack Helicopter(the Apache) and the Hind is much more realistic than the Siege Chopper. (Ideally I'd suggest the Vulture from Renegade 2, a stronger version of the Hind, and the Hind callable by Special Power). Finally, still in terms of design, I'd suggest V-2 from RA1 rather than V-3 or V-4. The design doesn't change their strategic use, though.

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ThaneWulfgharn
ThaneWulfgharn

Unrelated to the mod but I think an interesting thing to see: Youtube.com

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ThaneWulfgharn
ThaneWulfgharn

Ah, one more thing, will Black_Drakon's GI appear in this release?

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Madin Creator
Madin

No it will not.

Reply Good karma+3 votes
Sefie1999AD
Sefie1999AD

Do you have plans to implement Prism Tanks and Tesla Tanks? Chrono Legionnaires would also be great.

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Madin Creator
Madin

"Sefie1999AD" wrote: Do you have plans to implement Prism Tanks and Tesla Tanks?

Only one of these have any chance of showing up, however it is best for me to complete it so as not to raise false hope.

"Sefie1999AD" wrote: Chrono Legionnaires

Not even worth the trouble to attempt.

Thanks for your interest!

Reply Good karma+2 votes
Sefie1999AD
Sefie1999AD

I see. I'm the most interested in having Prism Tanks in RA History, since they are one of my favorite units in RA2. Besides, the Allies could use some strong siege units, as they can't have Cruisers or Aircraft Carriers with C&C3;'s engine. I don't mind if prism beams can't bounce to other targets or be combined, although I do remember Tiberium Essence having those Scrin air units that can combine their beams.

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Sarathstra
Sarathstra

Just a quick message, do you think you could fix how the Allies attack in Skirmish? They build ALOT of artillery and Phase Tanks, it's almost impossible to defend aganist those when spammed in huge numbers :/

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CheekiBreekiForYou
CheekiBreekiForYou

I Would love to see a Tier 2 Air Defense for Allied, maybe Patriot missile from RA2?
and For Soviet maybe a Some sort of Missile system?

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Highest Rated (3 agree) 10/10

10/10. Well made and incredibly detailed mod. It feels good, it plays good, it looks very good.

I assume is only Alpha version, it has some minor bugs and C&C3 content left, it's a still very atmospheric mod.

I really hope you will finish this mod, it's worth it.

Sep 14 2013 by Gunship_Mark_II

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