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.

Report article RSS Feed Red Alert 3: Revolution v1.0 RELEASED!

The first official version of Red Alert 3: Revolution has been released, along with a bonus map pack containing an additional 31 maps!

Posted by TX1138 on Jun 14th, 2012


Yes, I am indeed proud to announce the very first release of Red Alert 3: Revolution!

With literally thousands of changes, including many audio/visual improvements, new maps, existing gameplay modifications and new units, Red Alert 3: Revolution is the most comprehensive, yet faithful reworking of the core Red Alert 3 gaming experience out there!

Tesla Mammoth Tesla Storm High Technology Visual Effects

No need to take my word for it, however, as now you can download and play the mod yourselves! There are two way to install RED ALERT 3: REVOLUTION, either via the AUTOMATIC installer version (highly recommended) or the MANUAL install version. You can download these by following the links below:

AUTOMATIC INSTALLER (RECOMMENDED)
MANUAL INSTALL

Giga-Fortress Paralysis Cannon - Mod DB Harbinger Gunship - Mod DB

Also released is an additional MAP PACK, containing 31 new maps, thanks to Speeder and Acid-Crash. Also included are the remaining maps from Red Alert 3: Uprising, as well as the bonus maps from Red Alert 3. Again, there are two ways to install this Map Pack, either via the AUTOMATIC installer version (highly recommended) or the MANUAL install version. You can download these by following the links below:

MAP PACK AUTOMATIC INSTALLER (RECOMMENDED)
MAP PACK MANUAL INSTALL 

That's all for today, and I hope you enjoy the first release of Red Alert 3: Revolution!

Post comment Comments
Acid-Cr@sh
Acid-Cr@sh Jun 14 2012, 3:17am says:

And when you thought nobody cares 'bout CnC, things like this happen to prove you wrong! Nice job, commencing download.

+13 votes     reply to comment
Railgunner2160
Railgunner2160 Jun 14 2012, 3:17am says:

OH MY GOD!! IT LIVES!!!!!

But I had really pretty much given up on this mod, Glad to see it's Alive!!

+7 votes     reply to comment
OmegaBolt
OmegaBolt Jun 14 2012, 1:21pm says:

Looks ace TX, dling now. I'm glad you're still around.

+3 votes     reply to comment
Mernom
Mernom Jun 15 2012, 12:48pm says:

will download

+2 votes     reply to comment
cwjian90
cwjian90 Jun 15 2012, 9:58pm says:

May I suggest making the so-called epic units like the Gigafortress and Mammoth Tesla immune to the magnetic satellite? It's very disheartening to see all that hard work just get sucked up at once with little to no warning, especially since you only get one epic at a time.

+2 votes     reply to comment
TX1138
TX1138 Jun 15 2012, 10:02pm replied:

That's a change that is already in the next release.

+2 votes     reply to comment
cwjian90
cwjian90 Jun 15 2012, 11:23pm replied:

Oh, not the current 1.0 right?

+2 votes     reply to comment
TX1138
TX1138 Jun 15 2012, 11:26pm replied:

It'll be in v1.01, which will probably be released some time in the next fortnight.

+2 votes     reply to comment
Magmafusion
Magmafusion Jun 20 2012, 10:56am replied:

may i also suggest that the size of vibrations during explosions during explosions be reduced? or perhaps they could be paler and when you zoom in they are more intense or something like that, they get a little too "disturbing"after a while.

+2 votes     reply to comment
wargame10
wargame10 Jun 16 2012, 4:14am says:

man i guess base of in this mod rising sun seems to weak on navy tier since giga fortress is lame naw and the allies and soviet is gone OP due to tesla mammoth specially allies gain too much since no pacifier but they add that grand cannon aint fair at all

my standards on 3 forces
rising sun is the weakest among the other 2
Reason: ok they have giga fortress but in head form is ridiculed me i prefer wave force cannon (like waveforce artillery) seems better than that)
OP goes to the allies grandcannon
reason: thats too much for thier base defense since spectrum tower is there why adding a long rage base def?!
to soviet some what balance i think but the tesla mammoth does AoE damage not cool

+2 votes     reply to comment
TX1138
TX1138 Jun 16 2012, 6:13am replied:

When used correctly, the Giga-Fortress is actually the most powerful of all the faction's Hero Units. Try using the Paralysis Beam in conjunction with a few Rocket Angels/Chopper-VX's; you'll have little trouble dealing with anything your opponent can throw at you.

The Grand Cannon is a bit more difficult to justify, but I did include it for one particular reason; the Allies' lack of easily accessible multiple build-queues. The reason Spectrum Towers are underused is because they take forever to build, you can only build one at time, and they really do need to be built in pairs to be useful.

The Grand Cannon acts as a solution of sorts, as it gives the Allies a base defence that doesn't need to be built more than once to be useful, unlike the Spectrum Tower. However, the Grand Cannon is still out-ranged by artillery, requires a whopping 150 power units, and is vulnerable to air attacks. In short, it may be powerful, but I don't believe it is over-powered.

And finally, the AOE damaged dealt by the Tesla Mammoth is to stop it from being useless. Seriously, without the radius damage it was just a bulky, oversized Tesla Trooper. The AOE makes it useful, but again I don't believe it to be overpowered.

+2 votes     reply to comment
wargame10
wargame10 Jun 16 2012, 8:33am replied:

oh yeah about the tesla mammoth reduce the atk range moar like an artillery to me if you want to keep that AoE dmg

+2 votes     reply to comment
wargame10
wargame10 Jun 18 2012, 1:03am replied:

i know that giga fortress meant to be war ship but in head as support? i prefer the head as offence giga as support is sucks since the 6k units limited to 1

+1 vote     reply to comment
Protos.Angelus
Protos.Angelus Jun 16 2012, 11:14am says:

I have got a problem. I installed both REV 1.0 and map pack but when I try to load skirmish play it crashes without an error or whatsoever. My game is patched to the latest (1.12) version. Any thoughts?

+2 votes     reply to comment
Protos.Angelus
Protos.Angelus Jun 16 2012, 11:16am replied:

No need. Found the source of problem. Profile data. There were no profile date so it crashed

+2 votes     reply to comment
fiocri
fiocri Jun 18 2012, 9:24am replied:

I have same problem too but i don't understand the solution. Can you explain me please?

+2 votes     reply to comment
Agret
Agret Jul 3 2012, 12:13pm replied:

See this post from further down below:

TX1138 Jun 19 2012, 6:58pm replied:

Try removing the Skirmish.ini file from Red Alert 3's App Data.

For example, on Windows Vista and 7 it is often located at:
C:\Users\<username>\AppData\Roaming\Red Alert 3\Profiles\<ProfileName>\skirmish.ini

+2 votes     reply to comment
Protos.Angelus
Protos.Angelus Jun 18 2012, 3:56am says:

I love the mod but the thing that bothers me is in the Harbinger. It has got loads of HP but proton cannon's delay between shots is too long. I usually play: Brutal + ME --- Brutal + Brutal/Hard and this means that they really are brutal. Only 1 Harbinger that takes a year to heal from 50% to 100% HP is really not enough and his slow fire makes it useless in terms of destroying tank platoons (A LOT OF THEM xD).
All in all an excellent mod, really like it :)

Best regards,
Protos Angelus

+2 votes     reply to comment
TX1138
TX1138 Jun 18 2012, 5:59am replied:

The problems with the Harbinger are unfortunately due to coding limitations. Two pieces of game logic were introduced in Uprising that allow the Harbinger to fly in circles (and thus attack more effectively) and extend the range of the repair drones. These are unfortunately not present in the base Red Alert 3 game.

The key with the Harbinger is to micro-manage it to fly in wide circles, allowing its Proton Cannons to reload and fire as soon as they are ready. Coupled with a few Cryocopters, it really can be an unstoppable force.

+2 votes     reply to comment
Protos.Angelus
Protos.Angelus Jun 19 2012, 2:09am replied:

Yes, I was afraid you were going to say that (write, xD).
Nevertheless, I look forward to future updates

+2 votes     reply to comment
cwjian90
cwjian90 Jun 18 2012, 11:30am says:

I'm not sure if this is a bug, but it seems that Dreadnought and V4 missiles can hit air units that happen to be in the way (lost a few Jet Tengus to allied V4 friendly fire, and in another game, my Kirovs got hit by Dreadnought missiles(!)). Shogun Battleships will also apparently hit units that happen to be in the line of fire (including other battleships). Are these bugs or intentional?

+2 votes     reply to comment
TX1138
TX1138 Jun 18 2012, 7:04pm replied:

These are all intentional features.

+2 votes     reply to comment
cwjian90
cwjian90 Jun 18 2012, 7:51pm replied:

May I ask why? They're kind of unnecessary, in my humble opinion...not that I don't like the mod, I love it, I'd just like to know the reasoning behind putting it in?

+2 votes     reply to comment
TX1138
TX1138 Jun 18 2012, 8:22pm replied:

It's basically harking back to C&C Generals, where projectiles would collide with anything in their path.

I also think it makes the game a little more interesting, and rewards the skilled players who can use their artillery vehicles in unconventional ways.

The Athena's Proton Beam also affects aircraft, so its not purely an Empire/Soviet advantage.

+2 votes     reply to comment
cwjian90
cwjian90 Jun 18 2012, 9:06pm replied:

Yes, I remember that. I found it quite interesting, annoying sometimes, but it can be quite entertaining with the AI spamming V4s. I'm not so sure it's a good idea on the Shogun, since they'll damage each other, though...

+2 votes     reply to comment
HerrMisterMe
HerrMisterMe Jun 22 2012, 7:21am replied:

I was suprised when you took that back it was wierd to have losing Twin Blades whit the V4s its awsome but some times annoying but more harder and interesting for gameplay :)

+2 votes     reply to comment
kyleneed
kyleneed Jun 18 2012, 5:35pm says:

Wow this is the only modd that will actually show up in the launcher NICE JOB!!

+2 votes     reply to comment
fiocri
fiocri Jun 19 2012, 4:54am says:

When i try to play to skirmish the game crash. How can i fix this? The game is patched to 1.12 and i have a italian version.

+2 votes     reply to comment
TX1138
TX1138 Jun 19 2012, 4:58am replied:

Try removing the Skirmish.ini file from Red Alert 3's App Data.

For example, on Windows Vista and 7 it is often located at:
C:\Users\<username>\AppData\Roaming\Red Alert 3\Profiles\<ProfileName>\skirmish.ini

+2 votes     reply to comment
fiocri
fiocri Jun 19 2012, 5:03am says:

I'm to work, i will try to home tonight. Thank you.

+2 votes     reply to comment
fiocri
fiocri Jun 20 2012, 1:32pm says:

Not work! I also tried to eliminate the dir: Users\*****\AppData\Roaming\Red Alert 3\Profiles but not working..

Another help?

+2 votes     reply to comment
tentaclear
tentaclear Aug 13 2012, 10:20am says:

can yo help me?how can i establish to the red alert 3 revolution

+1 vote     reply to comment
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Platform
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Developed By
TX1138
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Release Date
Released Jun 13, 2012
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