This mod upgrades some vanilla misions from the game. New units, obstacles, different unit stats, you name it. I hope you enjoy it.
PillBox20's Red Alert 2 Rules. V. 0.3 This mod is not considered balanced for skirmish or online battles. This is the third version of this mod. I consider this the final release, so do not expect new versions. Write, if you detect any bugs or you have trouble with some maps. Enjoy the mod! :)
PillBox20's Red Alert 2 Rules. V. 0.3
This mod is not considered balanced for skirmish or online battles.
1.INTRODUCTION
2.NOTABLE CHANGES
3.NEW UNITS
4.MAP OVERVIEW
INTRODUCTION
This is minimod seeks to improve the original Red Alert 2 campaign.If you detect a bug or errors on some of the maps write to me on www.ppmsite.comor contact me on Skype bv1993. All custom work (voxels, shp, sound files) are madein my free time, it is only right to credit the author, if you use them in your public mod.
This mod is not considered balanced for skirmish or online battles.People who I am thankful and owe credit are: Agent Z (testing),AtomicNoodles (GI, Chrono Legionaire, Tesla Trooper),4StarGeneral (Mayab Pyranids), DonutArnold (Explosions).
NOTABLE CHANGES
-All Elite weapons are disabled.
-All infantry using warhead [SA] will do less damage to vehicles and buildings.
-The German Tank Destroyer has more range and deals small amounts of damage to buildings and infantry. Price is lifted.
-Most vehicles have reduced speed.
-Conscripts have +1 speed and fire their weapon with 3 bursts fallowed by long cooldown.
-Nighthawk's weapon fires faster and the rottor animation plays at all times.
-Most vehicles are crewed, meaning that they will eject basic infantry or technitians.
-Tanya can selfheal and her weapons do not kill infantry in one shot. Can use C4 on vehicles.
-SEALs don't kill infantry in one shot. Have reduced price. Can use C4 on vehicles.
-All projectiles that use the [DRAGON] or [MEDUSA] SHPs have smoke trailer.
-Terror Drones and Attack Dogs are promotable.
-Many vehicles explode when killed.
-Most oil barrels have been removed from the maps.
-Tank shells have new projectile.
-All male infantries have a new scream.
-Tesla Troopers have +1 range.
-Tesla Tanks fire with both their coils.
-Flak Tracks fire in bursts.
-Sea Scorpions fire in bursts and have new ground attack.
-Destroyers have more damage and range. The price is lifted.
-Submarines have more range and less armor. Price is the same. Their weapon fires in bursts.
-Crazy Ivans can throw their TNT charges.
-The TECH Outpost has a new turret and a new weapon. Now it can fend off attackers.
NEW UNITS
ALLIED
[M113]
Armored Personal carrier armed with a machinegun and 5 seats.
[Howitzer]
Old short-range artillery. Good versus infantry and base defences.
[Medic]
Unarmed support infantry. Can heal friendly infantry.
[Liberty Tanks]
An old tank used by the Freedom Fighters in the SUN TEMPLE mission. Good against light vehicles.
[Freedom Fighters]
Various war veterans with different stats. They include grenades, submachine pistols and a sniper rifle.
SOVIET
[Ladron]
Cuban jeep with a dual heavy machinegun. Can transport 3 people and shred infantry.
[Boris]
The famous Russian Spetsnaz. Good vs infantry and can throw TNT charges.
SHARED
[Technitian]
Unarmed infantry. Can hijack vehicles. Ejected from destroyed vehicles.
MAP OVERVIEW
BOOT CAMP DAY 1
You start with a single G.I. Your task is to fallow the instructions of the Drill Sergant.On your way out one of the base powerplants encounters a fatal error. An engineer is dispached to repair it.At the entrance near two army tents you encounter two G.I.s and two civillians. With this little squad you continue to a broken bridge. An engineer is delivered via Nighthawk helicopter to repair the bridge.Alligators are guarding the bridge repair hub. You might be fallowed by a friendly G.I. and a husky. Ignore them.You reach a chaeck point. Destroy the three targets to continue. A veteran G.I. exits the nearby barracks.Continue north and destroy the derelict Grizzly tank.
BOOT CAMP DAY 2
You start with a Mobile Construction Vehicle. Find an open ground and deploy it. Build your base and prepare for a defence.Up the ramp in your base has a money crate. Grab it. After you build your barracks you will be given command of an oldhowitzer and a full M113. At the end of the bridge you will find two pillboxes. By that time the enemy should be getting it'sfirst paratroopers. Make your way to the enemy's Construction Yard and destroy it fast or the Red Commander will continue torebuild his base. At the back of the Red base is a small beach party, don't ruin it. Destroy all Red buildings to finish your training.
ALLIED MISSION 1 "LONE GUARDIAN"
Soviet Dreadnoughts are attacking the Statue of Liberty acompanied by two squads of conscripts. Destroy thedreadnoughts and save as many of the Statue's defenders as you can. Continue to Fort Bradlay. On your way youencounter friendly forces about to be rushed by soviet forces. In the same time allied paratroopers come notfar from your possition. Continue to Fort Bradley and protect it from incomming paratroopers, V3s and Kirov.Destroy the Soviet supply base to finish the mission.
ALLIED MISSION 2 "EAGLE DAWN"
You encounter a soviet patrol shooting at a derelict Grizzly tank. Save the tank and repair it with an engineer.Allied Rocketeers come into your aid. The map is crawing with reds. It is out of the question for you to take thefight to their base. Make your way to the Air Force Accademy and secure the base. If you delay long enough, theRed base will send forces after your team. Once you destroy the flak cannons you will get paradroped engineers and two technitians. Capture the howitzers and protect the base until you are strong enough to destroy the Red base.The soviets will call in armour for support. After 15 minutes two groups of veteran Rhino tanks will attack yourbase fron the south-east. To prevent this destroy their radar in time and the tanks will not come in time to savetheir comrades. Clean the map from the reds.
ALLIED MISSION 4 "DARK NIGHT"
You begin the mission with the normal forces and one technitian. The border is fortified and it seems like they areinspecting a truck comming from Germany. A Kirov Airship will fly over your landing zone, so move quickly. Sincemost barrels are removed from the map, you will not be able to clear the front of the bases with Tanya. Be carefuland use your Technitian wisely.
ALLIED MISSION 9 "SUN TEMPLE"
You start with the standart force, but this time it is not ellite. Keep in mind that your SEALS do not kill in one shot,but they do use C4 against vehicles, now. In the village you will find allies, but not who you would have expected.The Airport is guarded by Soviets. As for the base, it has more flak cannons. The Freedom Fighters can occupy buildings.
SOVIET MISSION 2 "HOSTILE SHORE"
You begin the mission as usual. The barrels near the refineries have been removed. The oil fields are controled by theAllies. The base is more defended and there are two howitzers and one Aircraft Carrier in the harbour. Ospreys do normaldamage to the submarines, while the Destroyers have more range and damage for their cannons.
SOVIET MISSION 4 "HOME FRONT"
This mission is a bit different than the vanilla. You start with a small base and no MCV. Reinforcements will come in,but you have to prepare for the Korean invasion with what you have. Scout the village for comrades. Your submarines canintercept Allied early forces, if you spot them. Use your Sea Scorpions to keep the Korean Black Eagles from destoyingyour Tesla Reactors. The Allies will have much larger fleet, so prepare accordingly.
SOVIET MISSION 5 "CITY OF LIGHTS"
Your starting forces are the same with the exception of a Demo Truck. The Allies will be much more dug-in than in thevanilla, so scout and counter. Your Crazy Ivans can throw their charges, so use that to your advantage. The Allies havea small base near the Aiffel Tower, it will produce units and attack you, so move fast. They will also get armourreinforcements.
SOVIET MISSION 7 "CHRONO DEFENSE"
Your base is slightly reconfigured, but do not let that scare you. The bad news is that you can't build apocalypse tanks,since they are prototypes. The good news are that you have four prototypes right on the field and you can produce Teslatanks since you are in Russia. All in a ll the Mission is the same.
SOVIET MISSION 9 "THE FOX AND THE HOUND"
The mission starts with a massive soviet paradrop and the camera slowly moves toward your forces. You gain a Ladron Jeepwith a few Terrorists. The IFV does full damage unlike in the vanilla mission. The Allies have dug-in in several civilianbuildings. scout and evade. There will be an allied armour group searching for you, if you capture the Battle Lab. Thereare more patrols in this mission.
The mods is very beautiful
I'm creating a plug-in called Drop Vehicles in the game, is there an explanation explaining how it works?
Like using Drop Ships? I think the only way I can think of working like that is a group that loads in some kind of flying hover transport (a helicopter) and then comes and unloads and then leaves. This can be done in a map via scripts or manually ingame by the player. :D Modding is fun.