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  (70 - 80 of 89)
peterpatat
peterpatat Sep 3 2009, 11:37am says:

i know how to make 5 apocs press shift on the apoc ico and you can build 5 apocs, wanna fix that?

+1 vote     reply to comment
Just_West
Just_West Sep 3 2009, 4:07pm replied:

Its not that simple. It is not like there is a tag that says "isShiftable". I will have to try and remove the shift function altogether (I never use it). If that does not work I will have to change build limits to units of 5. RA3 is full of hard coded modding pitfalls.

+1 vote     reply to comment
Just_West
Just_West Sep 3 2009, 4:50pm replied:

EA should have called the game Trash Alert 1. There is 1 way to fix this and only one. That is to set the Max queue of each building to 2! I am not doing that. I am going to rewrite the balance sheet and set the Max queue limits to 4. All units will have a limit no less than 4. I'll leave the 1.0 version up but I will make a 1.1 hot fix version. Thanks for pointing this out.

+1 vote     reply to comment
Just_West
Just_West Sep 3 2009, 5:38pm replied:

It gets worse. The Max queue would actually have to be set at 1. If it is at 4 then you can build 3 and hit shift for the last one and have 7!

+1 vote     reply to comment
xonone
xonone Aug 31 2009, 7:53pm says:

Hey i got a question, since you are adding the flak track, i was wondering if you were gonna add the IFA for the allies?

Forums.commandandconquer.com

+1 vote     reply to comment
Just_West
Just_West Aug 31 2009, 8:16pm replied:

Yes, The AAF (Allied Assault Force) sub-faction will have them in place of cryocopters. I might use that Empire transport for something too.

+1 vote     reply to comment
xonone
xonone Aug 31 2009, 8:36pm replied:

nice.

+1 vote     reply to comment
R3ven
R3ven Aug 31 2009, 6:06pm says:

hopefully this mod makes the campaign more fun, with the unit build limit and all

a suggestion: make the refineries give 5 credits every now and then, so late game(if you make it there) you aren't working off of 2-3 ore nodes only giving 60 credits since they are depleted, you have something else backing your economy

of course since its only 5 every 20 seconds, you only make 15 extra credits a minute(per refinery, so it should be balanced, since the only to make a major use of it would be in a stupid amount, like 20 refineries just to make 300 a minute

of course its your mod, thats just a suggestion, you dont have to do it ;)

+1 vote     reply to comment
Just_West
Just_West Aug 31 2009, 8:13pm replied:

Actually, I could just increase the depleted amount to 75 or 100.

+1 vote     reply to comment
R3ven
R3ven Sep 1 2009, 1:02pm replied:

that could work to :P

its your call though :P

+1 vote     reply to comment
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Released Jun 30, 2011
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