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 content 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 on


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!

Comments
Acid-Cr@sh
Acid-Cr@sh

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

Reply Good karma Bad karma+13 votes
Railgunner2160
Railgunner2160

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

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

Reply Good karma Bad karma+7 votes
OmegaBolt
OmegaBolt

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

Reply Good karma Bad karma+3 votes
Mernom
Mernom

will download

Reply Good karma Bad karma+2 votes
cwjian90
cwjian90

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.

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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

Reply Good karma+2 votes
cwjian90
cwjian90

Oh, not the current 1.0 right?

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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

Reply Good karma+2 votes
Magmafusion
Magmafusion

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.

Reply Good karma Bad karma+2 votes
wargame10
wargame10

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

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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.

Reply Good karma+2 votes
wargame10
wargame10

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

Reply Good karma Bad karma+2 votes
wargame10
wargame10

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

Reply Good karma Bad karma+1 vote
Protos.Angelus
Protos.Angelus

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?

Reply Good karma Bad karma+2 votes
Protos.Angelus
Protos.Angelus

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

Reply Good karma Bad karma+2 votes
fiocri
fiocri

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

Reply Good karma Bad karma+2 votes
Agret
Agret

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

Reply Good karma Bad karma+2 votes
Protos.Angelus
Protos.Angelus

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

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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.

Reply Good karma+2 votes
Protos.Angelus
Protos.Angelus

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

Reply Good karma Bad karma+2 votes
cwjian90
cwjian90

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?

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

These are all intentional features.

Reply Good karma+2 votes
cwjian90
cwjian90

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?

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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.

Reply Good karma+2 votes
cwjian90
cwjian90

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...

Reply Good karma Bad karma+2 votes
SpiritOfNimruzîr
SpiritOfNimruzîr

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 :)

Reply Good karma Bad karma+2 votes
kyleneed
kyleneed

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

Reply Good karma Bad karma+2 votes
fiocri
fiocri

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.

Reply Good karma Bad karma+2 votes
TX1138 Author
TX1138

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

Reply Good karma+2 votes
fiocri
fiocri

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

Reply Good karma Bad karma+2 votes
fiocri
fiocri

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

Another help?

Reply Good karma Bad karma+2 votes
tentaclear
tentaclear

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

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Icon
C&C: Red Alert 3
Creator
TX1138
Contact
Send Message
Release date
Mod watch
Start tracking
News
Browse
News
Share
Related Games
C&C: Red Alert 3
C&C: Red Alert 3 Real Time Strategy