"1982. Hungering for revenge, the Soviets launch a full-scale invasion against the United States of America. The Allied primary defense network is shut down under mysterious circumstances and the only thing between the Soviets and America is a tiny little ocean. The third Great World War begins, where the strings are pulled by a single man - a remnant of Stalin's psychic legacy. This war begins anew."

3 sides. 9 subfactions. 36 missions. 18 co-op maps. 300+ skirmish maps.

Mental Omega APYR 3.0

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24 comments by Speeder on Nov 29th, 2013

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Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon. Enhanced with the powerful Ares DLL, Mental Omega 3.0 strives to bring new features to Command & Conquer Red Alert 2 Yuri's Revenge while maintaining a strong sense of gameplay balance. Mental Omega 3.0 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all three factions.

Mental Omega 3.0 requires a working installation of Red Alert 2 & Yuri's Revenge to be played. All releases (original 2001 release, The First Decade, The Ultimate Collection etc.) are compatible with it.

Mental Omega APYR 3.0


The first release includes:

  • 9 new subfactions with their own unique sets of units
  • 36 new single player missions, including a campaign for Yuri
  • 18 new cooperative maps for 2 players
  • new skirmish/multiplayer maps
  • new skirmish/multiplayer game modes
  • updated visuals & audio
  • a new soundtrack (separate download)

Here are some links you might find useful!
How to install Mental Omega 3.0?
How to play Mental Omega 3.0 on multiplayer?
Complete list of subfaction features in Mental Omega 3.0!
How you can contribute to further Mental Omega 3.0 development!
Other answers for very important and inevitable questions! Also troubleshooting.

Discuss Mental Omega 3.0 and arrange multiplayer battles on our forums and in our IRC channel.

What's next? We'll be improving and expanding the mod even further, but for now, we'd like to hear your feedback! We hope you enjoy playing the new Mental Omega. Thank you for all your support!

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Mental Omega APYR 3.0

Mental Omega APYR 3.0

Nov 29, 2013 Full Version 203 comments

Beta Revision 1 Release Date: November 30, 2013

Soundtrack for Mental Omega 3.0

Soundtrack for Mental Omega 3.0

Nov 29, 2013 Music 15 comments

New ingame music for Mental Omega 3.0, optional download. Place "thememo.mix" into the directory you installed Mental Omega 3.0 in.

Mental Omega APYR 2.0psi + Patch 2

Mental Omega APYR 2.0psi + Patch 2

Nov 18, 2010 Full Version 30 comments

Release Date: November 19, 2010

Mental Omega APYR 1.2

Mental Omega APYR 1.2

Nov 18, 2010 Full Version 1 comment

Release Date: February 22, 2005

Mental Omega APYR 2.0c

Mental Omega APYR 2.0c

Oct 1, 2007 Full Version 0 comments

Release Date: September 6, 2007

Post comment Comments  (10 - 20 of 2,068)
Alomalomynous
Alomalomynous Oct 6 2014, 1:26pm says:

Here's my other questions.
9. After minutes of gameplay. Accessing the other tabs becomes too slow. Same goes for queuing up and building structures and defenses.
10. I thought Colossus AA mode was more powerful than the Gatling gun since it starts with full burst. But to find out that it's much weaker than the gatling cannons in terms of AA damage ratio. What's the stats of colossus in Damage and burst speed?
11. Since you've recommend a turbine upgrade for the power plant. Should you have made a reactor for the factory to reduced time in building vehicles?
12. According to the info on mentalomega.com. Terror drones don't have stealth or infiltration detection. So why the A.I knows the disguised infantry?
13. Also, according to the info. Scud Launcher missiles are INTERCEPTABLE. So why the missiles fly too fast while the dreadnought missiles fly at normal speed?
14. Of all the allied Heroes. Why Siegfried isn't amphibious? What craft is he riding?
15. Most of the time. During the game. I've seen an A.I controlled Allied rocketeer land on the ground. How come the A.I could do it while I can't?
16. I thought I AA missile fired by patriot could only damage 1 unit. So why it could damage clusters of Kirovs and Also I can't even scatter them with keyboard commands?
17. Even from the 2.0. Free for all mode was missing. Where is it?
That's all for now.

+1 vote     reply to comment
GraionDilach
GraionDilach Oct 9 2014, 12:02pm replied:

10) Colossus damage relies much upon the target's speed, it delivers more damage vs standing or hovering targets than Gatling.
12) AI sees through the diguise. Nothing can be done with that.
13) It is interceptable, technically, but indeed goodluck intercepting that. Aeroblazes can. That's the missile's counter vs AA. Kep in mind that Russia has no other artillery.
17) Considering that you could set up a free for all in Battle (just set all teams to ---), the separate mode for Free for All deemed unnecessary.

+1 vote     reply to comment
Alomalomynous
Alomalomynous Oct 10 2014, 10:47am replied:

But the --- is hard to keep doing it repetitively.
Also here's another set of questions
18. Why psychic reveal is dumped and replaced with a crow unit which can be shot by AA units and base defenses?
19. Why did you limit the utilization of 3 faction technologies?
20. Of all the factions. Why epsilon headquarters don't have an artillery vehicle but an artillery infantry?
21. Railgun tower damages ally structures and defenses why is that happening? Unlike the prism burst from the prism towers which doesn't damage ally structures and defenses?
22. Of all infiltration units. Why saboteurs are the only units that leave a nuclear radiation when killed? What happen to infiltrators which can travel in stealth? Or why did you give the allied spy the ability to swim like what the crazy ivan does?
23. What happen to the "built/train as a veteran" specialty? Why was not included in the game?
24. AI can build a base on the other side of the island while the shipyard is present in the waters. Why can't I do this? I thought the large Area of expansion was fix?
25. Why enemy AI's can build their structures/units and train their units half of the time? (I mean AI was able to build 3 power structures in a fraction of 15 secs while I take almost 20 secs. to build a single one)

+1 vote     reply to comment
GraionDilach
GraionDilach Oct 10 2014, 11:17am replied:

18) Spy Satellite and Reveal are too much the same, so it was decided that the simple reveal fits more to Allies, so the Crow was introduced.
19) What do you mean limiting?
20) Because the faction's theme is specialized around infantry and this was something which would make the faction more interesting and different. You can still use Basilisks as well.
21) The railgun damages everything on it's path. In Mental Omega, collateral damage is given, so most possibilities of friendly fire will not be changed, according to the principle of "a projectile does not know what should it damage, what not".
22) Saboteur radiation will be removed in BR2. Infiltrators cannot be stealthed by Chimera in BR1 and you can't abuse transports to keep them stealthed in BR2. Don't forget, Infiltrators are the bridge-destructor infantry in MO. AFAIK Spy can't swim.
23) It was considered too imbalanced besides that it too much streamlined the subfaction. Considering the divergence of subfactions in 3.0, this was unnecessary anyway. You can have that feature in 2.0, tho.
24) AI has different distance for placing naval yards than humans due to the AI having problems with overall building placement and this was made to help the AI finding a location to deploy it's navy. There is a low chance when Ai can abuse this bug. You probably should post the list of maps where this happened to Forums.revora.net topic.
25) I don't know how AI building is set up in Mental Omega, but I guess this is right and this was made to balance the AI base progression: because unlike humans, the AI cannot build a defense and a regular base building at the same time. Usually modders clone some buildings with smaller building times for the AI to counter this issue. Likely you seen some of the cloned buildings deployed.

+1 vote     reply to comment
Alomalomynous
Alomalomynous Oct 13 2014, 5:22am replied:

On the 19th question:
Previously. When I captured an enemy mcv of the other factions. I gain most of the technologies. Including the build-able advance units like tesla tank, prism tank, mirage tank. And also a game mode where you can build all 3 faction technologies E.A. Allied, Soviet, and epsilon. So why isn't available at MO3/
On the 25 part. Are you suggesting that the AI has a multi-construction yard which enables them to build structures much faster than the human does?

+1 vote     reply to comment
tgspy
tgspy Oct 7 2014, 5:13am replied:

9.This may be a bug, or it may be your computer. I've never had this happen to me, and I can spend hours playing on the same game or skirmish mission building epic bases, and I experience no slowdowns.

10. Colossus has a burst of two when it fires, with a damage of 10, while the gatling cannons 4 AA turrets deal 25 damage each.

11. Ill let the devs answer this

12. A.I is dodgy with stealth as previously mentioned. Will be fixed in later versions

13. They fly at a speed of 10, may be changed in the future, Ill check that for you.

14. He is riding a craft on which he can mount his chrono gun. It's not amphibious because A. That is incredibly over powered and B. It would most likely sink due to the weight of the weapon.

15. A.I Magic

16. Patriot missiles deal splash damage per shot.

17. *shrugs* No one played it I suppose.

+1 vote     reply to comment
Alomalomynous
Alomalomynous Oct 6 2014, 9:55am says:

I have a set of questions:
1. Infantry units like spies, infiltrators, and saboteurs are tier 3 units and requires a battlelab in order to train it. But how come AI's have access to these units in tier 1 even if they haven't any battle lab yet? An example of this is when I'm still building an ore refinery after building a barracks.
2. Libra clones have 3 small boxes under the unit model. What is the use of this indication?
3. An Elite unit should have better armor and firepower than the veteran and the rookie. Why some units don't have any changes in their stats. And like the rookie. Why the damage reduction isn't showing any effects at all.
4. All naval units except the carrier can be promoted. Why is the carrier un-promotable?
5. Why the soviet's have the only access to repair structure called crate while allies and epsilon has to depend an engineered garrison IFV's or stinger ]?
6. Unlike the version 2.0. After infiltrating the construction yard and the battlelab. How come I cannot build advance type unit?
7. When using epsilon. After building a sets of Chimera core around the base. How come the AI predict where I have placed the unit and also has a delay of countering due to camouflage?
8. How to build a veteran naval units like from the previous version?

+2 votes     reply to comment
Zenothist
Zenothist Oct 6 2014, 12:01pm replied:

1. The AI doesn't have to respect the tech tree. It never has. This will hopefully be fixable in the future.

2. This was used to indicate that the clones were just that: clones, and not the original. This has been removed in BR2 because elite and veteran chevrons are no longer visible to enemies.

3. This was done due to balance reasons.

4. This is due to the way the game awards experience to units. This will be fixed in the future.

5. Design choice. Soviets have always been very vehicle-oriented. Same reason why the Allied have Medics.

6. Check the website at mentalomega.com in the units section to see how you can build secret units!

7. AI doesn't always play nice with stealth 100% of the time. Improvements to stealth will be coming with BR2.

8. It's currently impossible to get starting veteran naval units. The only reason it was possible in 2.0 was thanks to faction advantages.

+2 votes     reply to comment
Alomalomynous
Alomalomynous Oct 4 2014, 12:11pm says:

I'm getting frustrated and annoyed from this blittercrashes!!! Any bright ideas or solution?

0 votes     reply to comment
Zenothist
Zenothist Oct 6 2014, 11:53am replied:

I'm afraid there's no real solution for blittercrashes.

+1 vote     reply to comment
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C&C: Yuri's Revenge Icon
Platform
Windows
Developed By
Speeder
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Official Page
Mentalomega.com
Release Date
Released Sep 8, 2008
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9.1

544 votes submitted.

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Highest Rated (45 agree) 8/10


Oct 26 2011, 2:06am by irvinAR

Lowest Rated (30 agree) 1/10

Украденное у китайских товарищей творение нагло выданное за собственный проект тов. sPeeder'ом не заслужило ничего кроме моего негодования и огорчения. Попытки "автора" улучшить существующий вариант привели к внедрению в готовый проект умных иванов и гениев, что намекает на не сильную развитость личного гения польского товарища. Идеи новых юнитов не носят характер новизны и не дают людям желаемого. Их смысл так и остался для меня непостижимой тайной. Сюжет представленный в моде также лишен всякого…

Dec 22 2009, 6:14am by Master_gamer

Style
Genre
Real Time Strategy
Theme
War
Players
Single, Multiplayer & Co-Op
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