Set in the aftermath of Red Alert 3, the global superpowers have been devastated by the war and an uneasy peace has descended onto the war-torn world. Yet the actions committed in the time-stream still have grave repercussions, as the paradox comes to a head and the impossible becomes possible... Red Alert 3 Paradox is an unofficial expansion pack project for Red Alert 3. Looking to expand the gameplay as much as possible, Paradox promises more than thrice as many units as the original, with dozens of new units in the existing sides and five new factions arising; the patriotic Confederate Revolutionaries, the sinister Mediterranean Syndicate, the otherworldly Atomic Kingdom of China, the noble Order of the Talon and the horrifying Electrical Protectorate.
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In this update, we see some progress that's been made on the Confederate base; the addition of concrete walls, which function identically to regular walls, and the gates; for the first time since Tiberium Sun, you can allow units to move in and out of your base without opening up your defenses. This is done with a secondary command, so you can seal your gates and not worry about gem trucks or idiot units pathing through them and opening them for you. However, be warned; infiltrators can open the gates remotely.
The Radar Dome, also visible, is a vital Confederate structure. As well as enabling the construction of airpads, Radar Domes can use a radar scan to reveal areas of terrain, though there may be some drawbacks for using this power.
Finally, the Remote Car. Amphibious, small, speedy and containing a small anti-infantry nailbomb. Because of it's small size, it is very difficult for vehicles to hit it with rockets or shells, and best of all, the Remote Car is extremely cheap. However, on the downside, the Remote Car cannot see into fog-of-war, so if you drive into an area you cannot see, the Remote Car will drop off your vision. It also has a limited battery, and will shut down after a short time.
Gates? Very nice!
Very very nice. And the opening logic is probably the best solution out there. :-) To quote:
"This is done with a secondary command, so you can seal your gates and not worry about gem trucks or idiot units pathing through them and opening them for you."
:-D
I know this pain very well... Age of Empires II. = /
Fortunately, BFME1/2 has/had the same logic for gates.
Guys, will you make escape tunnels/routes, hidden gates or something similar? :-D It would be even more superb. ;-D
Rohan from BFME/LOTR reminded me of something. ;-D
you mean GLA tunnel networks?
hide a dozer in that and the enemy would be rather annoyed...
that was the quick fix that should have been done instead of getting rid of gates, Stupid units could just walk right in -.- this helps prevent those dam hidden APC's ;) almost anyways.
awesomeeeeeee! your making this game so much better :D
Where is the RC Car? If I am having trouble finding it after staring at the picture for about 10 seconds either it will be very tricky to take out with vehicles or I am not staring very well.
Anyway, it looks awesome, they look more and more like a faction with every update.
Other picture :P
Oh, sry. They also look cool.
Just a thing i can say : BUST-A-MOVE
is the nailbomb a suicide ability which kills infantry around it?
note: does it automatically detonate when it dies? also can it be crushed by ANY vehicle? i mean if a hovercraft drove over it (sobs because i'm a rc fan) it should die... but who cares? i mean you can buy another one for... say ... 50$?
Nailbombs only detonate on command. If destroyed otherwise, they don't explode.
So, the gates are ether up or down, requiring user input to switch it?
Correct.
I am pretty sure he meant that they normaly automatically open to allow your units in and close while you units are not trying to enter through them-
but that you could lock them so they will not open automatically to prevent bad pathfinding from letting the enemy in.
EDIT: nvm
actually i perfer your idea...
and what are the drawbacks in the radar scan?
My idea may be difficult to code.
don't think im being disrespectful but finally someone has done this!
i always hated when RTS games had walls but no gates in. like Age of Empires one. walls but no gates? whats the point then? enemies will walk in to your base anyways.
this really will attract strategic players to play this mod rather than other ones! good job with this and good luck in the future! i really mean it too!
walls are a way of funneling enemy units into yuor defenses.
Hmm, probably they didn't have the time to make gates for AoEI. :-)
It's a way to lure them into towers' fire, but anyway they can get through if the walls aren't reinforced with proper gates. And your units can get out... quite contrary to the situation when you walled your base entirely (w/o gates). ;-P
I love gates!
How do the hp of the gates compare to the walls?
Very nice looking units/structures in this update!
Do all factions get gates?
the gates are finally back! Now there's some reason to build walls.
i love the wires on the wall, maybe the soviet can also have barbed wire?
I'm pretty sure the Soviets actually DO have barbed wire walls. Somebody does, at least.
Yep, the Soviets get barbed wire walls as a free, instantly assembling defense. They are crushed by all vehicles and even some heavy infantry like Telsa Troopers, but they'll keep engineers out.
i thought if a hovercraft drove into barbed wire the skirt would burst...
ah well... it's red alert
no-one have asked yet but... how much does air pads cost and how quick it builds? of costs 250 it would be just as cost efficient as allied airfields though definately NOT as space saving...
Wow this really does have a confederate feel to it Great Job keep it up!!
looool the gate and these walls are great!!but were's the Construction Yard?
awsome walls and gates, gates where always something mising from RTS games. Also I like your gate logic, it makes more sense than randomly opening when a unit gets close. However, possibly you could make either another secondry (tertiary?) ability that globally opens/closes gates or just make secondry global. Of course there are lots of reasons for each side, and I completly trust your decision will be the best.
no pressure ;)
Idea: You could make the hubs of the gates a buildable surface for turrets.
Question: Will you be adding a gate for all factions?
hey, that's a cool idea...
Some factions will get gates, but the Order of the Talon won't, as with the Mediterranean Syndicate.
Very, very nice! Can't wait for download!