This mod will replace all units and structures with new ones which in my opinion should actually be in RA2. It's very strange that RA2 has WW2 units and weapons design while in RA1 all of the technologies were much more modern. Technologies in RA2 oddly have left back in the past and I have decided to correct this. In the mod there will be both old RA1 units and many new ones. This mod does not change story of RA2 and YR, it's only unit and building replacement. But maybe I will change some missions a little.

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feillyne Staff
feillyne

Mines logic doesn't work? :-) I had a similar idea with BIG 'buildable' barrels/explosives for Cuba/Libya, working by a base defense logic (detonates when approx. 1-cell from it).

AFAIK, the stealth tech doesn't work on a building itself (buildings can't make themselves cloakable all by themselves, AFAIK), i.e. self-stealth... and it's very important for such things as mines...

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Black_Drakon Author
Black_Drakon

Mines works OK. They works when vehicle go through it.
On minelayer I can't make it works like in RA1 where minelayer have 5 mines and reloads on repair pad. And with minelayer you can create free and really BIG minefields. And minelayer can instant heal when it lay mines.
With stealth all OK. Mines are invisible. But can be detected with special units.
And in my mod will be naval mines. Available for both sides :)

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Jason_King_of_Salt
Jason_King_of_Salt

Nice Shilka. I'm Using the Tunguska Instead.

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locusttrooper
locusttrooper

omg Shilkias

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Pofig
Pofig

шилка просто класс

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Description

Soviet ZSU Shilka. Anti aircraft tank.
Minelayer i created for test. This unit will be removed from mod, because i have some problem with it. But i think i will make mines buildable as structure (like chinese mines in Generals).

Credits: shin.peter.pan (Issly) for Shilka, Westwood for minelayer