This mod aims to replace cartoonish RA3 units with better ones from previous RA games. It brings back old classic units and structures for make old sides look better
And this mod will bring back Nuclear weapons

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1 comment by Black_Drakon on Apr 19th, 2012

Progress goes very slowly and unfortunately we lost possibility to make new textures for models. It can completely stop our progress and lead to the death of these mod.
We looking for texture artist. If you can help us, please pm me.

К сожалению мы утратили возможность делать текстуры для мода. Это сильно замедлило наш прогресс. Поэтому мы ищем текстурщика. Если вы можете помочь, пишите в ЛС.

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Project-X release 1

Project-X release 1

Nov 5, 2012 Full Version 22 comments

First release of Project-X mod. Contains new classic units and more.

Post comment Comments  (40 - 50 of 252)
Peacemaker969 Oct 15 2013, 7:40am says:

Hello Black_Drakon,

Can you please help me how to start this MOD? I have already put the project files into "My Documents/Red Alert 3/Mods", but nothing's happening at all... !!??

+1 vote     reply to comment
commander222 Oct 6 2013, 7:10pm says:

oh and by the way you should make custom walls and gates, and automatic gates do work, there used to be a mod with them.

Anyway some ideas you could add and I will make a list, so I don't write walls of text.

1. Like I said before Custom walls and automatic gates, or manual if you can't figure out how.

2. Airforce for the Empire of The Rising Sun. As well as an airfield.

3. Transports for the Empire of The Rising Sun. (Other than Sudden Transports.)

4. Add in Siege Copters if you want to.

5. Make Robots and Robot tanks for the Allies and Soviets.

6. Fix the Tesla Tank, its not moving and not doing anything unless you move it right by an enemy then tell it to attack.

7. Add in the Mammoth Tank for the Allies, as well as the Mastadon.

8. Add in Carry-Alls Air Lift Planes (C&C Purple Alert Mod) for the Soviets.

9. Add in Subs for the Allies, Giant Squids for the Soviets, and Sea Mines for the Empire of The Rising Sun.

10. Remove Laser Targeter for the Guardian Tank Substitute and instead add a Missile/ Infantry Defense System Upgrade.

+1 vote     reply to comment
Jason_Zombolt Nov 1 2013, 5:16pm replied:

You like hearing yourself talk do you? If you want all of this you make a mod!

+1 vote     reply to comment
commander222 Oct 6 2013, 7:11pm replied:

It wouldn't allow me to post it all at once, so here is some more.

11. Add in Chrono Tanks, as well as Chrono Legionaries, Rocketeers, and Aegis Cruisers for Allies, Cosmonauts, Demo Trucks, Desolators, and Fix Boris's Weapons, as well as add a fix for migs, they don't drop bombs on most targets, usually only on civilian buildings, the others just make the sound and fly off.

12. Add in UFOs, Chaos Drones, and Magnetron Tanks for the Empire of The Rising Sun.

13. Remove Soviet Guard Dog, and instead add in Yuri's Zergling (So you can tell the difference).

14. Add in Battle Fortresses for the Allies, as well as Aaron Bastaov (or whatever his name is in C&C Purple Alert).

15. Add Natasha from Red Alert 2 for the Soviet's instead of completely Removing Natasha.

16. Add in Tech Powerplants, Buildable time machines, Tech Airfields, that can allow you to paradrop paratroopers.

17. Add Yuri and the mind control tanks to the Empire of the Rising Sun.

18. Finally Allow all Air Transport to be able to carry 10 infantry, as well as 1 of any vehicle, also Allow Hover Transport to carry more than 1 apocalypse tank, and allow them to carry 20 units of any type.

+1 vote     reply to comment
commander222 Oct 6 2013, 7:13pm replied:

And here is the Rest.

And there you have it, these changes, plus you ones you have, and also putting your custom units into singleplayer will allow you to use units from all of the games, if you also include the following 3 things.

1. Add in the Laser Humvee from C&C Generals Zero Hour to the Allies.

2. Add in the GLA Rocket Buggie from C&C Generals Zero Hour to the Soviets.

3. Add Chinese Emperor Overlord Tanks from C&C Generals Zero Hour to the Empire of The Rising Sun.

+1 vote     reply to comment
commander222 Oct 6 2013, 6:44pm says:

If you need a tester, I can test stuff for you, I can also help with ideas, but anyway why is the Yamato not in Singleplayer, and why aren't some of the other units like the Hind not in Singleplayer either?

If its possible can I get the latest version of the mod in source code, but with the Hind able to pick up vehicles as well as the Nighthawk Transport, also can you make the Apocalypse Tank Take only 1, 2 or 3 slots in a transport instead of all 10, because it makes you clutter the map when you need to transport 100 or more Apocalypse Tanks across the map and you need to get a transport for each one, also can you make the Flak Trooper, and etc. be in Singleplayer too, instead of just having your custom one in mp?

Anyway I have one of the best computers ever, I also can code xmls and etc., I can't modify C&C Red Alert 3 because I don't have all the files, but if I have the files, all I need is the xml files, and I can start working on modding.

so, if you need someone to help mod, I can do it, but I just need you files first before I can.

+1 vote     reply to comment
mech89 Sep 24 2013, 1:00pm says:

how to run this mod ?

what is this control centre and RA3.exe with -ui. ? would you be more specific please ? where we gonna add this -ui thing ? write more clear plz.

I use " ORIGIN " - " Red Alert 3 " . need help ,thanks.

+1 vote     reply to comment
Evulant Aug 27 2013, 3:18pm says:

There's some problem with the Guardian Tanks. When you change them to this Laser-Mode, the model becomes invisible. It comes back when it's in the REALLYDAMAGED (25% health or below) state.

Btw. are you going to release the source?

+1 vote     reply to comment
Black_Drakon Creator
Black_Drakon Sep 6 2013, 4:33pm replied:

Strange. I need to test these.
I possible will release some parts of my mod as source.

+2 votes   reply to comment
Evulant Sep 14 2013, 4:23pm replied:

Just asked for it in case you didn't work on it anymore, but as it seems you're still alive and kicking : ]

While I'm at it, how did you manage to make the Harbinger attack as it does in your mod? I can't get it to move properly when it's told to attack, it just approaches the target and then stops right above it.

+1 vote     reply to comment
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