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, as well as a few original models done by me. Check the forums & articles for detailed information and for in-depth discussion.

Report RSS Release 8 general changes

General changes in Red Alert History Release 8. Balance changes to individual units and structures will be done in another post.

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General

Changes that effect the games system e.g. Ore changes, or changes that effect more than one side. Can include balance changes.

Intro

A major focus here is to weaken the Harvesters of both sides. The main issue identified was the insane self heal abilities, so this has been scaled back. Also general steps have been taken (as in Tiberian History) to lessen the ability to spam multiple MCV's.

  • There is no longer any Tiberium Wars assets in Allied or Soviets sides.
  • Veteran Academy no longer ranks up your infantry. It just does not work properly with infantry, so sadly it no longer works on infantry.
  • Harvesters no longer self heal while giving or receiving damage.
  • Harvesters speed is now 65 (was 70).
  • Harvesters start heal delay now 2s (was 0.5s). All part of an overall nerf on Harvesters.
  • Both sides MCV's are now from RA3.
  • Both sides MCV's now cost $5000 (was $3500). Want to lessen defensive spam, and MCV move strategies.
  • Both MCV's and Outposts build radius now 450 (was 360). Due to MCV's costing more now.
  • Engineer exit slow modifier last 2s (was 3s).
  • Engineer exit speed nerf now 25% (was 10%). The modifier that slows down infantry when they exit a transport has been relaxed slightly.
  • Tech Centres now drain -25 (was -12). To get more of a RA2 feel to the power drain for the tier 3 tech structures.
  • New Tech structures: Observation Post, Garage, Tech Airport and Oil Derrick. Replaces Sub entrance, EMP, Mutant Hovel, and Tiberium Spike respectively.
  • All air-strikes now come with an air raid klaxon warning in the area that is going to be hit.
  • RA2 super weapons now use RA2 style visual ready animations. About 30 seconds before the super weapon is ready, the structure will visibly animate to the ready position.

Crates

Intro

I have finally found the right balance for myself and I now enjoy the odd game with crates enabled!
Of course it is still silly, and it is still far to easy for a game to effectively be over very quickly if you or your opponent get the right pick up, but it is fun.

  • New crate model. Much easier to spot now!

"Get them now!"


  • New offensive units: Allied APC, Armoured Car, Grizzly Tank, Twinblade, RA2 Demo Truck and Scavenger Mammoth Tank.

Crate only!


  • New utility units: Allied and Soviet MCV.
  • New resource crates ( an Ore and Gems version ). Could be either helpful or a hindrance.
  • New stealth crate pick up. In the style of past C&C games, this crate can stealth anything ( including structures! ).
  • New map reveal crate. Permanently removes the shroud for the player that picks it up!
  • New 'Heal-all' crate. Heals everything on your team!
  • New single use support power: Tactical Nuclear missile! Please note that you can hold a maximum of one of this power. As in previous C&C, the single use power requires time to charge up, and once you use them, they are deleted from you side bar.
    Please note that all players will be able to see the timer as normal.
  • New negative Napalm explosion crate. Not nice, but pretty rare.
  • New Iron Curtain crate. This is just an instant Iron Curtain effect that matches the standard Iron Curtain. This is neutral, as if you use infantry to pick this crate up, they will die, and while a vehicle will get invulnerability, there is a high chance that you will not be able to make use of it

Allies

Mostly fixes and other general changes that do not qualify as balance changes, which will be done in a separate list.

  • The Allied Outpost now acts as the Allied Crane, in that it provides an extra build queue! There is no historical Crane structure for the Allies, so I dumped the Crane ability onto the Outpost. You can start using the extra queue as soon as you start deploying your Prospector!
  • The Allied Outpost now draws 10 power (was 0). So there is some penalty for this structure acting like a Crane, only applies once fully deployed though!
  • The Allied Outpost is back to having Crane armour and health. Because it is basically a Crane.
  • Harbinger now benefits from the Aircraft flare upgrade.
  • Harbinger Proton upgrade now takes 40s (was 45s). This is a fix, not a balance change.
  • Aircraft flares now cost $2000 (was $1000), takes 60s to research (was 30s). Due to the extra unit that benefits from it.
  • The Armoured Car has now been converted to the IFV. You can get the Armoured Car from crates, if you have the crate option enabled.

"Can you catch them all?"


  • Removed Allied APC. You can get the APC from crates, if you have the crate option enabled.
  • Sniper Spotter upgrade is now a global upgrade (researched at Airforce Command cost $1500). How this effects the unit will be discussed in the balance change list.
  • New structures: Allied Battle Lab, War Factory, and Weather Device!

She tried to warn you...


  • New upgrade: Mirage Gap Generator. Available from the Battle Lab. Adds the Mirage tank ability from RA3.
  • New upgrade: Allied Repair Drones. Available from Airforce Command. Adds aerial repair drones to all Airforce Commands (so you can repair your P51J's)!.
  • Prism Tower now has limited support ability for nearby towers.


This is just a test!


  • New unit: Nighthawk Transport. Which means that Allied infantry now have their call for transport ability back.

Soviets

Mostly fixes and other general changes that do not qualify as balance changes, which will be done in a separate list.

  • Redone the way units use the Repair Drone upgrade! Now replaces the other drone upgrade buttons!
  • The above frees up an extra space in the unit UI, so most vehicles that could get drones, now have an extra drone option!
  • Improved charged Tesla Coil targeting. There should be less audible charging without actually firing anything.
  • Kirov now has Afterburner ability! As seen in RA3, can have some interesting uses.
  • New Bunker model!
  • New Flak Cannon model! RA2 Design from Black_Drakon.
  • New Yak texture! From Black_Drakon.

Replacement Bunker and Black_Drakon's RA2 Flak Cannon visible here!


  • Iron Curtain Miner assist no longer effects multiple Miners if they all reach really damaged state at the same time! Which due to way the Scrin super weapon deals damage happened frequently!
  • Iron Curtain Miner assist no longer effects teammates Miners! Get them to build their own Iron Curtain!
  • New support power: Force Shield! This is the support power from Yuri's Revenge. This is available from the Iron Curtain.
  • New structure: Battle Lab! Replaces Tech Centre.
  • New building: Industrial Commissariat! Uses old Tech Centre structure. Performs role of Yuri's Revenge Industrial Plant.
  • New support power: Red Economy! Available when Industrial Commissariat is built. Boost output of a single Oil Derrick, or Ore Drill, for a limited period of time!
  • New support power: Demo Truck Drop! The only way to get the Demo truck unit.
  • New unit: Terror Drone! The horror, the horror.


  • Two new upgrades associated with the Terror Drone. One in the Radar Dome, one in the Battle Lab.

Legend

Blue = My comments

Post comment Comments
guruguru07
guruguru07 - - 305 comments

Are the Soviets still going to have Iron Curtain as a superweapon instead of nuclear missile?

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vic112233
vic112233 - - 9 comments

Not having a nuclear silo means not having a super weapon was unfair to the Soviet union

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naryanrobinson
naryanrobinson - - 634 comments

This looks great,
I tried so hard to like C&C3; but it just made too many missteps for me.
I don't think any RTS will ever top RA2 in my eyes.
How far are you planning to go to make this like RA2?

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Madin Author
Madin - - 2,077 comments

I have no intention of making like RA2.

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naryanrobinson
naryanrobinson - - 634 comments

OK. Now I'm a bit confused.
It looks an awful lot like RA2.

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Madin Author
Madin - - 2,077 comments

There is mostly RA2 assets, because RA2 dominates in terms of the sheer volume of items that exist for it (released game, Beta, Alpha, huge amount of concept art).

In a mod that is putting in assets from past RA games, there was always likely to be a game that had the most, and RA2 was most likely to be that game.

People want this to be a RA2 mod, that is not happening. People want Yuri's side to appear (like it is the Yuri's Revenge intro FMV), that is not happening either.

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Guest
Guest - - 690,323 comments

Cant Wait for 8 ive been playing 7 the last few days since im off work.
thanks for you efforts

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Guest
Guest - - 690,323 comments

Ability to generate Chrono-Storm(s)?!Devious-Karma!

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wcdaniel
wcdaniel - - 93 comments

wow...Weather Device.. so much Halo style..

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sgtmyers88
sgtmyers88 - - 2,829 comments

Very nice!

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helpmegiuptoivoi
helpmegiuptoivoi - - 2 comments

link tai dau vay

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SharinganFox
SharinganFox - - 108 comments

I have tested this patch and guys trust me this is just fukkin awesome, or I can say masterpiece!!!

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exosthetics
exosthetics - - 3 comments

CAN'T WAIT!!!

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Guest
Guest - - 690,323 comments

是啊 想立刻玩啊

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