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  (80 - 89 of 89)
Haggetti
Haggetti Aug 31 2009, 4:22am says:

*sighs* have you actually played RA3. By removing the prospector build option from the naval yard/warr factory you cripple the allied expansion technique. When a refinary produces an extra miner the refinary shuts down so no cash is comming in. This is disasterous for the allies as their prospectors are their expansion vehicals. Other factions don't have to worry about tht.

+1 vote     reply to comment
R3ven
R3ven Aug 31 2009, 1:28pm replied:

"------------Expansion System Revisions--------------

Prospector can now be built from ConYard defense tab

Command Hub deploy time reduced to 15sec from 30sec
(To help people to actually want to use them to expand)"

>_<

n00B

+1 vote     reply to comment
TotalSnappy
TotalSnappy Aug 31 2009, 6:40am replied:

*sigh* no one uses prospectors to expand any more, and only noobs have problems building them at refineries.

+1 vote     reply to comment
Just_West Creator
Just_West Aug 31 2009, 5:10am replied:

*sighs* have you actually read the part right before that.

+1 vote   reply to comment
CapraSS
CapraSS Aug 31 2009, 12:57am says:

Sounds good

+1 vote     reply to comment
razrkillr
razrkillr Aug 30 2009, 10:54pm says:

Will you add any new units?

+2 votes     reply to comment
Just_West Creator
Just_West Aug 30 2009, 11:45pm replied:

Yes, The first units I will add are the Archer Maiden and the original Flak Track (I wish EA would release the model). Later on, when a add sub-factions, I will add some of the other units from uprising. I also have plans for about 10 original units but I have not made any original models since C&C Generals.

+1 vote   reply to comment
has199
has199 Sep 3 2009, 5:59am replied:

use generals models

+1 vote     reply to comment
R3ven
R3ven Aug 31 2009, 1:27pm replied:

omg sub-factions :D

this mod has my watch for the rest of eternity :D

+1 vote     reply to comment
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Platform
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Release Date
Released Jun 30, 2011
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