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.

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master_oli-p
master_oli-p - - 1,462 comments

nice, although the turret may look a bit weird when aiming at a unit at it's base

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TX1138 Author
TX1138 - - 244 comments

Well the turret can pitch downwards, but the minimum range means that it can't actually target units directly beneath it.

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Alex_06
Alex_06 - - 1,126 comments

You fixed it!!!
Nice job! =)

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SоrataZ
SоrataZ - - 2,256 comments

Wonderful model, great idea.

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TX1138 Author
TX1138 - - 244 comments

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.

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Acid-Cr@sh
Acid-Cr@sh - - 202 comments

Great!!
I guess missiles engage only air targets (its should still be capturable)

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TX1138 Author
TX1138 - - 244 comments

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.

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feillyne Staff
feillyne - - 5,816 comments

Shouldn't it be powered by itself? Or an upgrade of a small power plant? (EMP could still work though.)

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Speeder
Speeder - - 1,688 comments

So you fixed all the Firebase errors? Nice. :)

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Chronohawk
Chronohawk - - 283 comments

Very nice. I look forward to using this thing!

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Magmafusion
Magmafusion - - 392 comments

there was sth similar in c&c tiberium wars 3

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eafrostbite
eafrostbite - - 216 comments

yeah, i think so too. but this is better than that one

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Magmafusion
Magmafusion - - 392 comments

cool

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Totalshot
Totalshot - - 32 comments

Does it have a death animation, unlike the previous RA3 model?

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TX1138 Author
TX1138 - - 244 comments

Indeed it does ;)

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Totalshot
Totalshot - - 32 comments

you could make that 4th spot a garrison spot with an upgrade or something, one unit, or even a vehicle, like inn RA2: YR

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TheRedFactor
TheRedFactor - - 10 comments

maybe you could have 4 different upgrades like a gatling turret or a bunker maybe even flamethrower! one for each pod!

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moretanks!!!
moretanks!!! - - 704 comments

nathan_fus had a map with this on
his profile...

but in that it fired shogun shells and the turret doesn't even turn...

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ℒuna-tic™
ℒuna-tic™ - - 2,609 comments

Someone noticed :)

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Jason_King_of_Salt
Jason_King_of_Salt - - 2,364 comments

cool, I wish more mods had neet caperables.

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stephanovich
stephanovich - - 246 comments

Pretty ******* cool tbh

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justgoaway
justgoaway - - 8,208 comments

Finally it´s working now!

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codeblue666
codeblue666 - - 272 comments

u should make the 4 lower turret change by garrisining units like the ifv

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moretanks!!!
moretanks!!! - - 704 comments

have you ANY IDEA how long it to do ifv units?

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Sarge_Rho
Sarge_Rho - - 4,654 comments

also there is the fact that it's not doable.

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Chronohawk
Chronohawk - - 283 comments

Well, we're trying at Paradox, but we have to re-code from scratch.

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C.D.R.
C.D.R. - - 242 comments

awesome

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mobius117
mobius117 - - 68 comments

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

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dasreiter
dasreiter - - 42 comments

does anyone know which map this tech structure will appear on?

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Description

Capturing this structure will activate its powerful artillery cannon. Hardpoints can be individually upgraded with missile turrets.