RA2YR Enhanced is a mod for skirmish games against the computer giving a new life to Yuri's Revenge while holding on to the vanilla flavor as much as possible. Units and buildings have been adjusted to be more balanced and useful. The AI has been completely redesigned making computer players more dangerous and fun.
RA2YR Enhanced is an overhaul mod for Red Alert 2 Yuri's Revenge with a completely rescripted AI. It aims to make skirmish games against the computer a lot more enjoyable without straying away from the vanilla flavor.
How to install:
- Download and run RA2YRE.EXE (it can even run from within the zip package);
- Set the Yuri's Revenge folder in the text box;
- If you want to enable both Red Alert 2 and Yuri's Revenge music, make sure THEME.MIX exists inside the game's folder. If it's not there, you can copy it manually from your Red Alert 2 CD.
- If you already have a previous version of this mod, click [Uninstall] to remove it;
- Then click [Install] to apply the new version;
- Adjust the mod difficulty if you wish;
- Click [Launch Game] to start playing.
Requirements:
- .NET Framework 4.0 Runtime
- Red Alert 2 Yuri's Revenge v1.001
- You might need to run it with administrative rights if the game is on the same drive as the Windows installation (e.g. C:)
Version 8.71:
* Several economy adjustments to give Soviets a better start;
* Most infantry can now garrison buildings;
* Flak Troopers have improved mobility;
* Adjusted some AI scripts to help computer players deal with certain situations.
Version 8.66:
* Added a new button to the mod launcher to allow players to easily change the screen resolution of the game;
* Fine-tuned a bunch of warheads.
Version 8.63:
* Updated Syringe to 0.7.3.0 YR so that the mod can (maybe) run on the game's latest Steam release;
* Grand Cannons do more damage against units;
* Demolitions Trucks do more damage to Allied HQ.
Version 8.62:
* Maintenance update;
* Flak Troopers are stronger against ground infantry.
* Sea Scorpions fire shells against ground and flak against air targets.
* Adjusted a few AI scripts;
* Redone the loading screen for a perfect look with Fairy, the new SHP editor included in RedModAlert SDK. Not such a big change but it does symbolize the detachment from the old tools, as this was the last part of the mod done with them. The Stone Age of modding has now officially ended!
Version 8.61:
* RA2YR Enhanced is now part of RedModAlert SDK as an open mod! You can use it as a base to start up your own mod, as long as you do not remove the licensing files;
* Some INI updates and fixes.
Version 8.60:
* Fixed Demolition Trucks not being able to attack walled buildings;
* Fixed infiltrating SpySat not giving any benefits;
* Desolators can now attack buildings too but only with their cannon;
* Yuri Initiates do AOE damage now, making them more useful as stand-alone units;
* Yuri Cloning Vats can be captured by engineers;
* Adjusted the cost of some units;
* Made use of a few more Phobos features.
Version 8.57:
* Apparently VS2019 can cause some severe issues so the launcher has been rebuilt with a more stable compiler down to .NET 4 Client Profile.
Version 8.56:
* Adjusted hero resistance to some damage types.
Version 8.55:
* Upgraded launcher to .NET 4.7.2;
* Upgraded Phobos to v0.3.0.1;
* Allied Spies are now more effective against computer players;
* Adjusted the damage some units can do against other specific units and buildings;
* Apocalypse tanks now detonate when destroyed;
* Mirage tanks fire more slowly but they are better against buildings and have 10% chance to do critical damage;
* Some front-line tanks received 100 more HP to be better shields for weaker units;
* Varied voice tones for most units and reactivated some unused sound effects.
Version 8.51:
* Hotfix update.
Version 8.50:
* Updated Phobos to v0.3;
* Various upgrades to make use of the latest Phobos features;
* Added new armor types to solve some issues;
* Added a few more AI scripts;
* Several rebalancing adjustments;
* Heroes are much stronger now.
* The mod installer has been redesigned to offer more difficulty options, including presets for each game mode.
Version 8.25:
* Psychic Dominator is more fun (less damage, but greater mind control area and can capture any unit now);
* Grizzly tanks got +75 hp improving their chance to hold the line;
* Reduced Siege Chopper bolt damage against some units down to 70%;
* Shock Troopers can dig through walls now, just as Tesla Tanks;
* Improved armor for Allied (and American) Airforce Command HQ;
* Improved the worker counter GUI icon;
* Miscellaneous updates and fixes, including some typos that were affecting computer players.
Version 8.16:
* Fixed Soviet Flak Cannon muzzle flash position;
* Slightly boosted some infantry (faster production and walk speed);
* Added new AI scripts.
Version 8.15:
* Fixed Gap Generator animation when power is down;
* Fixed script causing some AI harvesters to stop mining;
* Reorganized some AI task forces and scripts.
Version 8.14:
* Mirage Tanks can rotate the turret now, but their cost and stats have been adjusted;
* Added more Mirage Tank AI scripts;
* Improved Patriot Missile damage;
* Reduced Hornet HP a bit.
Version 8.13:
* Improved GI attack while standing. AI doesn't make a smart use of infantry deploy, this will help it deal with non-allied infantry raids early in the game;
* Improved Allied Pill Box;
* Added a few new AI Chrono Legionnares teams;
* Adjusted some AI script conditions to prevent computer players from becoming quickly overpowered when the game starts.
Version 8.12:
* Improved IFV + GI damage versus infantry;
* Fixed a few AI scripts;
* Optimized some voxels;
* Few installer fixes and improvements.
Version 8.11:
* Reversed some settings that made the AI too easy after version 8.0;
* Fixed and improved some AI spy scripts;
* Other minor fixes and adjustments.
Version 8.1:
* Adjusted nuke and lightning storm damage to destroy ships;
* Battle Fortress now has a turret;
* Further adjusted Grizzly and Rhino tanks damage;
* Reduced IFV + Guardian GI damage versus armored vehicles;
* SEAL are harder to kill;
* Demolition Trucks destroy walls too now;
* Adjusted computer players priorities in order to make them more offensive;
* Fixed mod installer errors related to some non-English cultures.
Version 8.03:
* New IFV turrets for Chrono Legionnaire, Flak Trooper, Desolator, Shock Trooper, Virus and Yuri;
* Some low priority units no longer get selected on mouse box selection;
* Master Mind can now crush walls;
* Improved some AI scripts.
Version 8.02:
* IFV + GI has a new turret and fires a twin machine gun. Useful against infantry;
* IFV + Guardian GI has a new turret and fires a rocket barrage. Much stronger than a simple IFV against all ground targets, but unable to target flying units;
* Grizzly and Rhino tanks do slightly more damage now;
* Tanya is stronger;
* Patriot Missiles reach their targets faster;
* Some AI improvements, making more use of Phobos features.
Version 8.01:
* When uninstalling the mod, modified CUSTOM.INI is no longer removed;
* More graphical improvements.
Version 8.0:
* Allies can build Condor helicopters now, for extra air support. They are powerful but fragile and require Ore Processor;
* Improved Soviet Siege Choppers efficiency while airborne. They shoot very slowly but do heavy damage and stun other units for a few seconds, making them excellent support units. Require Industrial Plant;
* Sea Scorpions can rotate turrets just like Flak Tracks now, so they don't have to turn the whole ship to fire anymore;
* Improved artwork for several units;
* Crazy & Chrono Ivan can no longer friendly-kill each other when they die, making them more useful in groups;
* Adjusted Cuban Terrorists in order to limit "zombie" waves early in the game;
* Increased guard range for some units;
* Enhanced volume and importance for deadly aircrafts and Kirovs moving sounds to help players notice them easier before it's too late;
* Added more AI scripts;
* Updated Ares to version 3.0p1;
* Lots of other fixes and improvements.
Version 7.81:
* Added CUSTOM.INI where advanced players can further tweak RA2YR Enhanced;
* Added new map, Bad Neighbours (2-8);
* Tweaked some AI settings.
Version 7.75:
* Updated Phobos to v0.2.2.2;
* Added new map, Cliffhanger (2-8);
* Decreased Cuban Terrorists strength a bit, but they no longer kill each other when exploding;
* Terror Drone production slowed down a bit to synchronize with the War Factory animation. When a drone was created while the door was busy and there was a single War Factory, the drone failed to spawn;
* Fine-tuned Chrono Legionnaires;
* Fixed some AI ChronoSphere scripts and added some more;
* More cleanups and minor adjustments.
Version 7.7:
* Human player's units can now auto-attack all enemy base defense structures, including unoccupied bunkers;
* Adjusted dps for Patriot Missiles;
* Demolition Trucks were useless against Yuri, now they are immune to psionics;
* Radiation damage over time has been adjusted;
* Minor fixes and artwork enhancements.
Version 7.6:
* Improved Aircraft Carriers and their Hornets;
* Flak Troopers no longer require radar;
* Paradrops have more realistic numbers;
* Demolition Trucks and IFV+Ivan cause chemical waste instead of radiation;
* Nuclear explosions cause quakes now;
* Fixed bug making units unable to attack shipyards in certain situations;
* Added harvester info (active/total) near the current credits;
* Various adjustments.
Version 7.51:
* Due to aircrafts keep causing crashes, AI is back to 1 Allied/American Airforce Command Headquarters. Instead, aircrafts are now more powerful but also more expensive. Hopefully, this will be restored in the future;
* Since aircrafts are more powerful now, the artwork for their bombs has been enhanced as well;
* To protect the expensive aircrafts, the airfields are also harder to destroy;
* Most vehicles can now squash unarmored infantry.
Version 7.5:
* RA2YR Enhanced now requires Ares to run, so the option to run without it has been removed;
* Updated Phobos to v0.2.2.1;
* Dogs can no longer attack plate armored infantry;
* Improved missile accuracy;
* Genetic Mutator recharge time increased to 7.5 minutes;
* Allied spies are now better trained, thus immune to mind control;
* Soviet Vehicle Thief is no longer available during the lunar campaign scenario;
* Allied Ore Processor, Soviet Industrial Plant and Yuri Cloning Vats now produce extra cash, just like a Tech Oil Derrick, keeping players alive on barren maps;
* Adjusted GI, Conscript and Initiate damage;
* Fixed bug that caused Yuri Virus and British Sniper to shoot missiles;
* Added more AI scripts.
Version 7.03:
* Phobos 0.2.1.1 is now included for supplementary enhancements and stability;
* Fixed campaign issues.
Version 7.02:
* Another hotfix update;
* More cleanups and stability improvements.
Version 7.01:
* Fixed some minor installer issues.
Version 7.0:
* New loading screen (fan art Robot Tank);
* Moved most of the mod's files into mix packages to avoid cluttering the game's folder;
* Cleaned up configuration files to greatly increase game stability.
* Some lost Red Alert 2 original animations have been restored.
* Chrono Miners now correctly teleport back to refinery when they are very far.
* Yuri Ore Miners have 4 slaves instead of 5 now;
* Prism Towers can now power up longer chains (only works using Ares);
* Prism Tank was nerfed too much in previous versions and now it's more efficient;
* Robot Tank fire power and rate rebalanced for quick short bursts;
* Apocalypse Tanks shoot AA flak now instead of missiles, which is more appropriate for Soviets;
* All V3 missiles do AOE damage now, not only the elite ones;
* Lowered Gattling Ship's damage down to 140% of a Gattling Tank, instead of 200%;
* British Snipers and Yuri Virus can also shoot airborne infantry now;
* Improved Flak Troopers damage, they were almost useless;
* Improved Desolator's efficiency. To give Iraq a better chance versus other Soviets, Terror Drones are now resistant but not immune to radiation;
* Slighly more strength to Cuba Terrorists;
* Chaos Drones can now guard and attack like any other unit, becoming much more useful for human players;
* More units can destroy trees now;
* Added more AI scripts. Computer players are now more aware of enemy super weapons;
* Lots of other updates and fixes.
Version 6.09:
* Micro-update providing minor fixes.
* Improved "ra2yre_readme.txt" to better describe the latest changes.
Version 6.06:
* Updated Ares to version 3.0.
* Corrected damage for Yuri gattling weapons.
* Increased range and damage for Yuri Gattling Ship.
* Increased Osprey (the Destroyer's aircraft) damage.
* Unlike Yuri Virus, the British Snipers can now shoot over walls, giving them better superiority.
* Added another IFV model with same stats. Selecting all IFVs (with default key T) was also selecting unwanted IFVs. Now you can use the 2nd model for special equips (like Engineer).
* Added a few more AI scripts.
Version 6.0:
* This is pretty much v5.0 but with Ares included in the package. Ares improves the game and fixes some annoying crashes, but it may also introduce new bugs. Beware that Ares works by patching the game at runtime in memory -- this means the game files will never be modified, but it can cause some security software to suspect it as malware.
* The mod installer now has a launch game button, for convenience. The mod can run with or without Ares.
* New loading screen.
* Allied and Soviet harvesters cost rounded down to 1000 credits.
* Crazy and Chrono Ivan are too mentally unstable, hence immune to mind control.
* Improved a few AI scripts and added some new ones.
Version 5.0:
* New loading screen.
* SEAL does less damage and can no longer one-shot infantry.
* Destroyer's damage has been increased.
* All shipyards are stronger now.
* Robot Tanks weapon changed to laser and they can also target air units now, but their range is quite short and they're only useful in large numbers. They don't do well against buildings.
* Added new AI scripts and fixed a few that didn't work as expected.
* While the chance is low, brutal computer players may build an additional base now.
* Various updates.
Version 4.29:
* Adjusted underwater detection a bit (SEAL, Tanya, Boris, V3 Launcher, Yuri Prime, Master Mind)
* Most units and base defenses (except those with electrical and fire weapons) can now target revealed underwater units. It was annoying to see them lurking yet not be able to attack them with anything but naval units which in return couldn't be created because the shipyard was being destroyed in a few seconds.
Version 4.25:
* Detecting underwater units doesn't work well for air units, moved feature to other units instead (SEAL, Tanya, Boris, V3 Launcher, Yuri Prime, Magnetron)
* Minor AI adjustments.
Version 4.2:
* To prevent having to fish for underwater units which took over an area (usually where a player last placed a shipyard), a few more units can sense them now (Seal, Siege Chopper, Floating Disk).
* Improved some AI scripts.
Version 4.1:
* Yuri now has a much needed Gattling Ship.
* Gap Generators have their range reduced (from 10 to 7), but now they can also be used as advanced power plants (similar to the Soviet Nuclear Reactors but weaker and cheaper), giving them usefulness against the computer players who otherwise couldn't care less about the shroud. They also rotate now.
* Launched units/missiles are now immune to radiation to avoid exploding over their carriers/launchers when spawned over radiated ground.
* Battle Fortresses, Apocalypse Tanks and Terrorists are immune to psionics now, giving more trouble to Yuri.
* Improved some AI scripts and fixed a few minor issues. Players no longer receive free Grand Cannon Vehicles as starting units.
Version 4.0:
* RA2YR Enhanced now has a custom loading screen.
* Grand Cannons can now be deployed only by vehicle. Allied Grand Cannon Vehicles are quite slow making French expansion less agressive.
* Added more AI scripts. French computer players may attempt to plant Grand Cannons near enemy bases.
* Terrorists are more resilient, making Cuba stronger.
* Engineers may also repair broken bridges.
* Decreased Magnetron range, it was way too long.
* Navy AI has been enhanced, computer naval fleets are very dangerous now as they can attack any structure in range.
* AI can build Shipyards further away from base, this should fix many naval maps where AI doesn't build a Shipyard.
* Modified Arena of War (2-8) map to have water on sides.
* Added new map, Redneck Brawl (2-8).
* Fixed a few AI scripts.
Version 3.45:
* Maintenance update, plus a bunch of new AI scripts.
Version 3.16:
* Maintenance update (reorganized some stuff, adjusted AI priorities etc).
Version 3.05:
* Fixed small issue getting Yuri AI stuck.
Version 3.0:
* The AI has been enhanced even more. Air raids are more dangerous now, better have some AA around.
* Computer players can make more than one factory for each type of unit, greatly increasing production. Along with the new AI, this will create complex combat situations for endless fun.
Version 2.63:
* Probably the most important change, the AI has been completely redesigned, making the computer players a lot more challenging by organizing larger task forces and less boring assaults.
* Airplanes get repaired after raid.
* Prism Tanks have been nerfed and can no longer wipe an entire map by themselves.
* Some vehicles are more dangerous now, as they can fire while moving.
* Some vehicles received better guns.
* Structures have a slightly wider range of deployment, allowing you to make less cluttered bases. This also helps the AI from getting stuck inside its own base.
* IFVs and Guardian GIs can no longer destroy walls (they used to ruin base defenses by destroying walls while targeting air units, which is a game glitch).
* German Tank Destroyers are much weaker, while doing greater damage and having a wider range. They are no longer doing reduced damage against harvesters, making them very nice vehicle hunters.
* Units mounted on Black Hawk helicopters can now fire from inside, making them resemble real helicopters.
* Some missile launchers (like the Allied Patriot Missile) can fire more missiles, making them more realistic.
* Terror and Chaos Drones are faster and they can be quite dangerous and annoying now.
* Costs have been lowered for some expendable units like the drones.
* Some slow units (like the Kirov Airship) and some missiles are slightly faster now.
* AI will now deploy buildings like Spysat Uplink and Nuclear Reactors, which can be captured for great advantages.
* Some buildings have been moved to the Structure Tab so you can still build base defenses while making them.
* Walls can be deployed much faster.
* Enemy technical structures (like the Oil Derrick) must be destroyed as well in order to completely defeat that enemy.
* Many, many other tweaks that attempt to reduce bugs and imbalances, making the game a lot more fun.
Great work! Really liking it. 9/10! Was looking for a better AI mod and this fits it
My remarks so far:
- I found on the previous version that the sniper shooting down rocketeers was too OP.
- I also felt the prism tank needed it range back. Allies were missing a long range unit without it. I agree with the reduced firepower. That needed a nerf.
- Moved the spysat back to defensive tree
Luckily with the custom.ini approach these things can be changed to my personal preference :)
Thanks!
Thank you for the kind words and feedback, and yes, custom.ini is the best way to fine-tune the mod to your own taste. Have fun!
Can you share your tweaks?
I can´t install the mod. Every time its says that 8.0 is installed, but i havn´t.
When I press uninstall an error appears "unable to uninstall an higher version."
I already tried to reinstall the game but the same error appears.
I can install and uninstall version 6.09 without any problems. I need help!
Uninstall 6.09 with RA2YRE609_installer. Then install 8.0 with RA2YRE800_installer. They are not compatible because 6.09 is very old and lots of things have changed since then.
I hope this helps, have fun!
keep getting .net framework couldn't instal?
seems i get this error for a lot of versions/mods for this? any help would be great, pc shows that .net framework 2.5 or 3.0 is installed already
You need administrative rights to install the .NET framework. And you need NET 3.5 (see link in the description), not 2.0 or 3.0. If you still encounter issues, you should try a Microsoft forum since .NET is a Microsoft product. There's also lots of online help if you google for your problem.
The enemy bots sometimes able to out of nowhere build stuff near my base. Is this a bug or a feature? xD
There is nothing there and BAM! A freaking War Factory (or anything) appears near my base.
Actually that's a game bug, yeah. Computer players place buildings connected to buildings that have already been destroyed or captured which makes it look the way you described. Hopefully it will be fixed in the future.
Is there any way I can modify the reveal range of Yuri's Psychic Reveal?
I've tried to edit "PsychicRevealRadius=15 ;" but it doesn't work. Thank you!
Hi, in custom.ini add these lines:
[CombatDamage]
PsychicRevealRadius=20
I've also done that but doesn't work. My lines are:
[CombatDamage] ;
PsychicRevealRadius=30 ;
It seems that value is capped by the game at 10, so custom values are ignored.
Add these lines to CUSTOM.INI instead:
[PsychicRevealSpecial]
SW.Range=30
Wow it's worked! Thank you so much for your help!
I'm glad it helped, have fun!
When i try to uninstall previous version it says: "Unable to uninstall a higher version. Please uninstall using RA2YR Enhanced 8,01.0"
Unfortunately, i don't have it anymore, so i need help.
I'm using latest version of installer [8.11].
Fixed in 8.12, thanks for letting me know. Now you can just force uninstall and it will remove the issue.
Glad i could help in someway :)
Appreciate your fast response
Also, great mod, had much fun playing on "Crazy Ivan" difficulty.
Please leave a review if you enjoyed RA2YR Enhanced:
Moddb.com
Thanks for trying out my mod!
no all script is working in custom.ini
i can add new unit ok but cannot edit superwepon
i remove the building requirement but in game not working
Maybe you're doing something wrong. Post your code or pm me to solve the problem.
The Allied IFV with Guardian G.I. inside do not target flying saucers at all, massive oversight.
They are intended that way. Guardian GI + IFV do way better anti-ground damage but the downside is losing the ability to target air units.
But they target other flying objects? I am sorry I did not read the manual.
IFV + GGI can't target flying objects at all. They are not allowed to. Maybe you got it wrong or did some changes through custom.ini or installed another mod over RA2YR Enhanced. Try installing the mod over a clean YR 1.001.
Having a issue with resolution it is stuck on very zoomed in or resolution 800x600. When I set it for anything higher like 1024 or 1280 and load into a game the screen becomes pink and distorted. Mod is great but with how zoomed in the game is, it gives me a headache
Hi, locate RA2MD.INI, open it with Notepad, then set ScreenWidth=1280 ScreenHeight=720 StretchMovies=no. It will look much better. I use these values since long time ago. You can set other resolutions too, but this is probably the best. You have to set a resolution that your hardware can support though. Good luck!
Edit: The latest version (8.66) allows to easily change the game's resolution. This could be helpful for a lot of people, have fun!