After EA abandoned the game and red alert 3 began to die off, we finally decided to make a mod to try and fix the imbalances of the game and make it a bit more fun. This isnt a total conversion, it doesnt add new sides, it doesnt drastically change the game. Instead it attempts to fix whats wrong with red alert 3, its by no means perfect, but we hope its a step in the right direction to making RA3 more enjoyable and alive again

Please try the mod out, especially online with others, and tell us what you think

Full changelist:

All MCVs speed changed to 40

Cryocopters freeze vs collectors buffed from 60% to 80%
Power Plant power back to 100, now has an upgrade that increases the output by 50%, requires the refinery, costs $400 (doesnt have a texture yet, apologies)
Peacekeeper damage reduced by 25% vs vehicles and buildings

Molotov cocktail reload speed back to 1.12 stats
Kirov speed 40 to 35, afterburner 65 to 60
Sputnik build time reduced from 20 to 10

Archer maiden damage vs infantry reduced 50%
Imperial Warrior cost back to 150, damage vs vehicles and buildings reduced by 25%

Removed Dark green, was too similar to the other green on the minimap and in battle
Added Zero Island (2) by Acid-Cr@sh
Added Battlebase Terra (4) by Acid-Cr@sh

-----------Older Changes---------

All base defenses take 50% damage from gun damage types from 100%

Price of dog decreased to 150 from 200
Aircraft now start with the additional ammunition provided by advanced aeronuatics
Advanced aeronautics now provides the health and vision bonuses only
Allied power plant now provides 125 power from 100
Outpost deploy time now 20 seconds from 30
Defence bureau now requires 50 power from 75
Cryocopters now freeze collectors 40% slower
Dolphins sonar weapons range increased to 140 from 100 and can target submerged units
Mirage tank cloak bubble is no longer visable
Prism tower max stack damage changed from 2 to 5, and buffed stack damage (2 towers will now do the same damage linked as when they were seperate, not less)
Javelin IFV and Multigunner Javelin reload time reduced to 2 from 4
Spy IFV range increased 250 from 200
Aircraft carrier drone health decreased 25%

MCV speed decreased to 35 from 50
Build time of conscript and bear swapped
Sickle cost decreased to 800 from 900
Flak trooper: Cost decreased to 300, mines now do 50% damage from 75% against structures
Apocalypse tank cannons damage increased from 100 to 130
Molotov reload speed increased, flight speed increased 150 to 190
Natasha's pilot snipe reload speed reduced to 40 seconds from 60
Natasha bombing run arive time reduced from 5 to 3
Tesla coils can now be charged up by 2 tesla troopers from 1
Sputnik cost reduced to 1000
Kirov Speed increased 30 to 40, afterburner speed increased 55 to 65
Tesla troopers animation/FX when firing fixed
Tesla troopers/tanks/stingrays no longer stop charging a coil when it stops firing
Mig has a damaged texture

MCV speed increased to 50 from 40
Price of tengu increased 850 from 800
Price of imperial warrior increased 175 from 150
Damage of final squadron increased
Balloon bomb damage increased to 200 from 150
Defender core available after power plant
Shinobis no longer cause "enemy infiltrator detected"
Shinobis should use their shurikens until enemy forces come within sword range
King oni health decreased to 2600 from 3000
Honourable Discharge nerfed for all units except the burst drone
Added Archer maiden AA infantry
Sea Wing rise speed increased from 1.5 to 2.5

Allowed more colours in MP/Skirmish
Added some more crates
Javelin soldier now wears armour instead of a vest
All uprising maps added (thanks to bibber)
Added Wrong steppe (2) - Best buy preoder map
Added Grinderberg(2) - made by acid crash
Added Freeze Factor(4) - made by acid crash
Added Serenity Gardens(6) - made by acid crash

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Hows the Patch?

News 0 comments

We would love to know what you think of the patch.

We tweeked the Ai a few versions a go, and would love to see if anyone noticed, or if they would like us to tweek it more.

use the usual feedback places:


there will always be someone around to give ideas to, or pass feedback to. As of now, we can assure you we are not dead, just sidetracked by other things atm, we arent looking to release another version of the patch until early next year.

With Xmas and stuff getting in the way, we have noone to test with us when we have the changes inplace.

Please feel free to contact me or Bobug via PM on here, or leave feedback on this news article.

Good Luck, and have fun.




News 3 comments

We want feedback, please use the links provided. Hope you feel like giving it.

Red Alert 3 mods supported (update)

Red Alert 3 mods supported (update)

News 21 comments

More modifications for Red Alert 3 published on Desura.

Lack of Movement

Lack of Movement

News 4 comments

We are back, and getting ready for the version 4.2

Tournament results and Replays

Tournament results and Replays

News 5 comments

After the tournament on the patch, weve got some solid feedback and some fun games to watch

Red Alert 3 Community 1.13 V4.2

Red Alert 3 Community 1.13 V4.2

Patch 10 comments

--------------V4.2------------ Global All MCVs speed changed to 40 Allied Cryocopters freeze vs collectors buffed from 60% to 80% Power Plant power back...

Patch 1.13 V 4.2

Patch 1.13 V 4.2

Patch 3 comments

Finally its here, we apologise for the long wait we finally have it ready. Lots of things have got in the way of late, and we will keep you updated on...

Patch 1.13 V4.1

Patch 1.13 V4.1

Patch 0 comments

Newest version with some bugs fixed and some new maps!

Community patch 1.13 Version 4

Community patch 1.13 Version 4

Patch 0 comments

Fixes bugs which have been found. Please keep your bugs coming in and we will try to fix them.

Community patch 1.13 Version 3.3

Community patch 1.13 Version 3.3

Patch 0 comments

This version includes some minor tweaks, Uprising maps also included for this Download.

Red alert 3 Patch 1.13 V3

Red alert 3 Patch 1.13 V3

Full Version 0 comments

This the community made patch that aims to balance RA3 where EA left off, by no means perfect, but we hope its a step in the right direction, please play...

Post comment Comments  (20 - 30 of 173)

So whats this about:

The same mod or what?

Reply Good karma Bad karma+2 votes

That is absolutely nothing to do with us, just someone trying to rip off our changes as their own.

Also they are using Acids maps without permission.

Reply Good karma Bad karma+2 votes

It's been taken care of. :)

Reply Good karma Bad karma+2 votes

lol what happened? how did you delete the thread?

Reply Good karma Bad karma+2 votes

how did who delete the thread?? Me??? i never, but it was an internal matter at GR and they dealt with it.

Reply Good karma Bad karma+2 votes

i try download but it sayng donload not found thats realy annoyng O_o

Reply Good karma Bad karma0 votes

I really appreciate your effort of bringing forth a community patch! Very cool!

But couldn't you restore the game balancewise it was meant to be played?

RA3 was designed with each faction having it's strength/superiority in a certain area:
2. Soviet: LAND
3. Empire: SEA

During the last C&Cs (yes, unfortunately it was the same with TW/KW!) EA lacked a coherent and streamlined balancing concept! All patches together contained a HUGE number of changes hurting various key rules of patching like keeping the initial vision of the game and/or the gameplay intact or just tackle the most clearcut issues, do not make to many changes on 1 unit at a time, etc. In the end the game in the actual status has extremely deviated from the initial vision and the gameplay over the patches.

It would be really awesome if the above strength characteristics at least could be restored!

Reply Good karma Bad karma+2 votes

It was like that before, but that made the game unbalanced in 1v1.
Lets say like you said, the allies have better air power and the empire has better sea.
So on Infinity Isle, its Empire vs Allies, the Allies starts to spam vindis with cryos, vindis takes out the frozen collectors,and when a tengu comes out of the mecha bay, it gets shredded by a single apollo. 1 Apollo can take out 2 tengus easily in 1.12.

So we have to balance things a bit but not by making some things too good in some ways.
Each faction already has their strength...
SEA: Shoguns > Dreadnaughts, Carriers
Naginata > Akula, Assault Destroyer
LAND: Hammer tank > Tsunami, Guardian
Apoc > King oni
Sickle > Mecha Tengu, Riptide
Air: Apollos > Migs, Tengus

Previous RA games were somehow unbalanced, on a small map Soviets had more chance to win than the Allies. On a bigger map were you can turtle, Allies were more likely to win.
That wouldn't be fair in ladder 1v1 tournaments eh?

In RA3, each factions are unique, the build system, the units and how versatile they are, and their special abilities.
Like the Main battle things for example:
Tsunami - Fast firing with weak shells but with low armor, but it's special ability improves its defense.
Guardian - Slow firing with stronger shells than hammer with decent armor (Special ability decreases the targeted unit's armor by 200% when upgraded)
Hammer - Slow firing with strong shells with stronger armor than both tsunami and guardian.

Reply Good karma Bad karma+3 votes

Why are there two downloads of the same "Patch 1.13 V 4.2"? There should have been only one. One is uploaded by BOBUG and the other one by RedAlert2008 and both have the same file size.

Reply Good karma Bad karma+2 votes

Yea Bobug was having issues uploading it here, so i uploaded and he must not have been checking the already uploaded list.

Reply Good karma Bad karma+2 votes

"Red Alert 3 Community 1.13 V4.2" Latest Version It must be Version 4.2.1 but they forget to put 1 :D

Reply Good karma Bad karma+2 votes
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C&C: Red Alert 3
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39 votes submitted.

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Ratings closed.

Highest Rated (6 agree) 9/10

this is pretty goood but, iw 200 and tengu 850? don't agree. That will stop tengu rush and iw will be useless against peacekkepers.

Make soviet Mcv Faster, cuz thats the way they expand!

Nov 11 2010 by PsionicAssassin

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