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:

--------------V4.2------------
Global
All MCVs speed changed to 40

Allied
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

Soviet
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

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

Misc
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---------

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

Allied
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%

Soviet
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

Empire
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

Misc
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: Commandandconquer.com

TheHubGames
Xfire.com

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.

RA2k10

Feedback

Feedback

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 GR.org 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  (30 - 40 of 172)
Septone
Septone

Join my Hamachi to play with me in Online Please Join!
Network ID: Red Alert 1.13
Pass: Mod

Reply Good karma Bad karma+2 votes
lub123
lub123

It say this network does not exist

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Seph1999AD Online
Seph1999AD

Thanks for the mod! The game seemed to flow somewhat better than with the vanilla 1.12 patch. However, I'll have to make the weirdest complaint now: the crates are overpowered and game-breaking. Before you say I'm out of my mind, let me explain. :P I fought a Soviet Skirmish AI, and it picked 2 random crates. They contained Allied and Japanese MCVs, and the AI used them to claim some expansions, effectively ruining my game with two free MCVs. In the next game, I picked up a random crate that contained about 3000 credits. While not as good as an MCV, the extra cash still made the game a lot easier and felt totally cheap. Would it be decent if you nerfed the crate bonuses in the future versions, so that such random bonuses wouldn't play such a vital role?

EDIT: Not sure if this matters, but it happened on a map called Grinder Gulch.

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RedAlert2010
RedAlert2010

You could just play vs ai with crates turned off, But i understand about the MCV's its been an issue since we put them in crates, they spawn way to often.

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Septone
Septone

Please make 1.13 Version 4.3 and put the Telsa Tank please! because i want to play this patch with Telsa Tank! Please! Put it on!

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PsionicAssassin
PsionicAssassin

I don't think it will fit this mod, its a balance patch mod not a mod that adds campaign units. It will make soviets more hard to balance anyways.

If you really want Tesla Tanks you can try other mods.

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Septone
Septone

Oh I forgot! Just suggesting how can I play another Mod like Paradox,Undecided or others with Patch 1.13.4.2.1? Because I have another mod and it will use the patch 1.12?!! How? Or do something to work with it! If you don't know it's okay, I'm just suggesting?!!

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RedAlert2010
RedAlert2010

@ Pogie4 the mods you want to use would have to be built on the patch we made, most of them wont be done on it because it isnt official yet.

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Septone
Septone

Ok! Thx! Oh wait..Can I play this with Hamachi? To play with other players?!?

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RedAlert2010
RedAlert2010

I am currently uploading the new version, check it out when its done, and leave feedback here S4.zetaboards.com

Have fun and good luck.

@Wastelander, the AI seems to be a little more difficult now, from the feedback i have seen.

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PsionicAssassin
PsionicAssassin

Is it different from the one that BOBUG uploaded to gamefront?

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RedAlert2010
RedAlert2010

No its the same one, but he couldnt get it uploaded here for some reason, and since we are on the desura thing it will update automatically now.

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C&C: Red Alert 3
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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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