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RA3: A Scout's Victory is a mod that will bring an experience to the game. It will bring a slower feel to the game while hopefully keeping or even improving on tactical play while attempting to keep the laid-back feel. As the name suggests it will attempt to make scouting and intelligence an even more important role in the game. Armors for all units and structures will be closer to realism but not so close that it might become a nuisance. Income will broaden giving more available ways to obtain money, however, at the same time money will be obtained at a slower rate.

Report RSS 6 month hiatus

I'm back from my 6 month hiatus, I started working on the mod again yesterday. Beginning changes off with brand new ArmorSets, each group of unit/building has its own 'type'. So it's a lot similar to RA2 style armor.

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ArmorSets (Increasing left-to-right):

  • Structures: Wood, Metal, Stone, Wall
  • Infantry: Scout (AKA Light), Infantry (AKA Standard), Medium, Heavy, Commando
  • Vehicles: Vehicle (AKA Unarmored), Miner, Armored, Tank, AdvancedTank, MVC
  • Aircraft: Aircraft (Yup, they all have the same armor. This might not stick, we'll see in the first wave of testing, but the only one that I could justify having different armor would maybe be things like Giga Fortress, Harbinger, etc (If I decide to add those, which I'm not a huge fan of so probably not).
  • Ships: Ship, Submarine, AdvancedShip

Today (or tomorrow) I will spend a bit of time actually giving the units and structures these ArmorSets (spent what little time I had yesterday creating them). I'm sure I'll have some issues with the fact I deleted all the others haha, so I might end up having to restore those for integrity purposes.

Plans:

  1. Implement these ArmorSets across all units/structures.
  2. Play test the mod (myself & maybe with a friend); to see where the mod is at and where I want it to be.
  3. Design & Implement the changes determined from (Step 2).
  4. Finalize & Polish existing changes with a possible initial release.
  5. Consider the possibility for new units (though I highly doubt this one).
  6. Casually add changes from suggestions* and my own thoughts.

* - Keep in mind on the suggestions that I'm aiming for a unique experience, so don't be offended if I don't like your suggestion or choose not to use it, I would appreciate suggestions once I release the mod (or even before). Just keep in mind this isn't a balance mod!

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HecticTanker Author
HecticTanker - - 130 comments

Okay, So I've worked on the mod a bit and there's a lot more changes I need to do to get it where I want it. I'm probably going to simplify the system a bit (normalize Health/Damages). It is definitely a unique experience at the moment, just not the unique experience I want it to be haha.

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