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  (60 - 70 of 89)
peterpatat Sep 11 2009, 4:19pm says:

you wanna make the fire FX of the tesla tank diffrent when he is heroic?

+1 vote     reply to comment
Just_West Creator
Just_West Sep 12 2009, 10:19pm replied:

hmm, Does the tesla boat have a veteran FX? I'll check into it.

+1 vote   reply to comment
has199 Sep 13 2009, 5:45am replied:

shock therapy chnged it

+1 vote     reply to comment
ℒuna-tic™ Sep 11 2009, 5:21am says:

When will you update the downloadable verson?

0 votes     reply to comment
ℒuna-tic™ Sep 12 2009, 10:06am replied:

So when?

0 votes     reply to comment
Just_West Creator
Just_West Sep 12 2009, 10:16pm replied:

I have really been wanting to release AIF 2.0. I just have to polish up a few things. So, hopefully before next weekend. I just wish people would give me some balance testing info.

+1 vote   reply to comment
peterpatat Sep 4 2009, 11:20am says:

can you make missle pods for apoc tank?

+1 vote     reply to comment
Just_West Creator
Just_West Sep 4 2009, 12:51pm replied:

It has been a while since I did any work with 3D Models but if RA3 is anything like Generals, I could create a separate model for missiles and link it to the turret (since extracting the Apoc model is not possible). I am not sure if I want to give it anti-air though.

+1 vote   reply to comment
Slye_Fox Sep 9 2009, 6:04pm replied:

you could use 3d ripper DX to get the model.

But it would be simpler to model it and use a seperate draw modual linked to the turret bone.

+1 vote     reply to comment
Just_West Creator
Just_West Sep 10 2009, 12:24am replied:

Both would actually be a good idea in a case like this. Rip the model to line up and scale the new objects then add them as separate objects.

+1 vote   reply to comment
Just_West Creator
Just_West Sep 3 2009, 11:23pm says:

I am going to start a topic in the Forums about ways to make the lack of a queue more practical. Ideas like Infantry trained in groups(or squads if possible). Say Peacekeepers in groups of 3, Imperial Warriors in groups of 4 and Conscripts in groups of 5.

+1 vote   reply to comment
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Released Jun 30, 2011
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