New Version in the works

Yes, I finally realized the AI can be edited. To jump start the progress I am starting this mod off of the Upheaval source code. I may even call this version Upheaval: Just's Rules as credit to Upheaval. If this is ok with it's creators.  

Just Rules aims at increasing the strategic options in RA3. It includes things like a more balanced upgrade system, revised protocols and build limits on each unit design to discourage spamming and encourage diverse unit formations and strategies.

Changes to each faction are posted in the features section

Here is a list of general changes that are currently in Just Rules. 

Uprising units added
(reordered and rebalanced)

Removed Aircraft Production Buildings
(Moved light aircraft to Vehicle production buildings)

Removed Tier 3 Bomber Aircraft
(New Protocol Powers will use them)

Increased building armor vs "Gun" from 100% to 50%
(It is already 50% vs vehicles. Why make an anti infantry weapon work any better on Structures?)

Tech Buildings will now have upgrades
(Not just one or two but many. More details later)

Naval Production Buildings - Cost increased from $1000 to $2000
(Changed to match Vehicle production buildings)

All MCV/ConYards Atributies are now standardized
(Speed, Armor and HP)

All MCVs cost decreased from $5000 to $3000
(Nothing is $5,000 anymore)

Harvasters can no longer be built from War Factory or Naval Yard
(Except for the Allied one. Refinery build makes others meaningless.)

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Empire Engineer Ability? Salvage or Moral issue? Soviet Flame Trooper Model?
Blog RSS Feed Report abuse Latest News: Red Alert 3 mods supported (update)

21 comments by feillyne on Jun 30th, 2011

Comrades, support of mods for Red Alert 3 finally arrived, and they are available for download through Desura. Below are all mods that are currently supported, you can choose any you'd like to try out first.

Some of them change gameplay significantly, adding new units, structures and gameplay features, while others modify the core gameplay only a little. Each one of them is definitely worth checking out.

Best luck out there on the battlefield.

If you have problems with installing or running a mod for the Steam version of Red Alert 3, you can send a PM and we'll see what can be done about it.

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AI Friendly Version 2.1 No Limits Version

AI Friendly Version 2.1 No Limits Version

Sep 26, 2009 Full Version 17 comments

Because of the build queue problem; I have decided to make a version without build limits. Update: Fixed an issue with the crate descriptions.

AI Friendly Version 2.0

AI Friendly Version 2.0

Sep 24, 2009 Full Version 4 comments

Improved balance, technical fixes and more random crates!

Post comment Comments  (20 - 30 of 89)
R3ven Dec 11 2009, 7:46pm says:

any updates just_west? :) :P

+1 vote     reply to comment
ℒuna-tic™ Oct 27 2009, 1:21am says:

Fixed yet?

+1 vote     reply to comment
ℒuna-tic™ Oct 6 2009, 7:02pm says:

Has the crate been fixed yet?

+1 vote     reply to comment
ℒuna-tic™ Oct 19 2009, 3:11am replied:


+1 vote     reply to comment
ℒuna-tic™ Oct 26 2009, 2:20am replied:

Whats going on?

+1 vote     reply to comment
Just_West Sep 28 2009, 1:17am says:

I just had an idea. Making the default IFV Anti-Air only.It would require a javelin soldier to shoot ground targets.

+1 vote     reply to comment
Just_West Sep 26 2009, 8:47pm replied:

The problem with that is that the AI does not use the shift key.

+1 vote     reply to comment
ℒuna-tic™ Sep 26 2009, 9:49pm replied:

Then you have a slight advantage :)

+1 vote     reply to comment
Just_West Sep 26 2009, 10:45pm replied:

The only advantage the AI had was unit spam. Just having Build limits makes even Brutal AI easy to counter. Why nerf them even more? Besides 6 apocs vs 2 is more than a slight advantage.

+1 vote     reply to comment
ℒuna-tic™ Sep 27 2009, 3:04am replied:

Your right... oh well, the No Limits verson is good except for the usual bugs :)


+1 vote     reply to comment
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Released Jun 30, 2011
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