Red Alert 3: Revolution's main goal is to provide a more in-depth Red Alert 3 experience, whilst retaining both the unique art style and core gameplay that made Red Alert 3 so enjoyable. The faction diversity that Red Alert 3 provided has been further built on and expanded, with each faction being able to channel their particular strengths with new, updated sets of upgrade protocols. From the Allies' 'Proton Beam Capacitors' upgrade, to the Soviet’s 'Electrostatic Flak' upgrade, you can be sure that the outcome of games will be less decided by who spams the most units, and more on who spends their Security Points the wisest. This mod also aims to enhance the unit graphics, particle systems, weapon effects and visuals throughout the game. Numerous bug fixes, as well as improved sound effects covering everything from unit weapons and explosions, to unit movement and ambient noises will offer Revolution players a Red Alert 3 experience like no other.
Capturing this structure will activate its powerful artillery cannon. Hardpoints can be individually upgraded with missile turrets.
nice, although the turret may look a bit weird when aiming at a unit at it's base
Well the turret can pitch downwards, but the minimum range means that it can't actually target units directly beneath it.
You fixed it!!!
Nice job! =)
Wonderful model, great idea.
The original model was from the unused RA3 'Tech Defensive Structure', however it was not coded or rigged correctly; essentially all I had to work with was a simple mesh.
Great!!
I guess missiles engage only air targets (its should still be capturable)
Oh no, the missiles can target both air and ground targets. They may not be particularly effective against ground targets (next to useless vs. infantry), but they do need to be worth their rather extravagant cost of $800. Besides, when the player is in a low power state, or the firebase has been EMP'd, it's practically a sitting duck.
Shouldn't it be powered by itself? Or an upgrade of a small power plant? (EMP could still work though.)
So you fixed all the Firebase errors? Nice. :)
Very nice. I look forward to using this thing!
there was sth similar in c&c tiberium wars 3
yeah, i think so too. but this is better than that one
cool
Does it have a death animation, unlike the previous RA3 model?
Indeed it does ;)
you could make that 4th spot a garrison spot with an upgrade or something, one unit, or even a vehicle, like inn RA2: YR
maybe you could have 4 different upgrades like a gatling turret or a bunker maybe even flamethrower! one for each pod!
nathan_fus had a map with this on
his profile...
but in that it fired shogun shells and the turret doesn't even turn...
Someone noticed :)
cool, I wish more mods had neet caperables.
Pretty ******* cool tbh
Finally it´s working now!
u should make the 4 lower turret change by garrisining units like the ifv
have you ANY IDEA how long it to do ifv units?
also there is the fact that it's not doable.
Well, we're trying at Paradox, but we have to re-code from scratch.
awesome
umm do the missile turrets have a different model for each faction that captures it? because i noticed the rising sun flag and how the missile turrets seem very similar to the other missile turrets used by the empire
does anyone know which map this tech structure will appear on?