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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RSS Report Proton Generator Overload
Comments
Myrrh7x
Myrrh7x

Mmmm, it's odd, coming here right after the update. The video hasn't loaded yet o.o

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HOPE1134
HOPE1134

only effects air units right?

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TX1138 Author
TX1138

Yes, only air units ;)

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Railgunner2160
Railgunner2160

(Gulps) I do not want to be an enemy formation if they saw this coming....

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TheWorms
TheWorms

Isn't that a bit OP...
(*only air units) oh...
(*epic unit) oh yeah, figures.

And nice effects :D

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TX1138 Author
TX1138

It also takes away half the Gunship's health, disables the weapons for 15 seconds, and has a 2 minute recharge time ;)

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Vader91
Vader91

Nice. That'll keep them dang Tengus off me!

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Magmafusion
Magmafusion

i think that it should not loose so much health... but i guess it has more hp than the uprising, i am right?

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TX1138 Author
TX1138

Yes, it does have far more health. It also auto-heals ;)

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IVI4tt
IVI4tt

How will this work with the Minigun?

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TX1138 Author
TX1138

The Collider Cannons and Miniguns are both enabled by default. They can fire simultaneously.

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Chronohawk
Chronohawk

Now THAT's what I call good unit firepower!

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Kriegsherr
Kriegsherr

eh air its for pansies anyways, real man fight on the ground :p

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NRedAlert
NRedAlert

Cool! It reminds me of the TCN detonation in CNC4.... Neat!

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stephanovich
stephanovich

And here I thought the Harbinger couldn't get more awesome and you show me this :o

*drools*

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Acid-Cr@sh
Acid-Cr@sh

Hope its wont kill every unground aircraft on map, by the looks of that OMGBlast.

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TX1138 Author
TX1138

Only the ones on the screen ;)

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Alex_06
Alex_06

Is this by any chance the animation EA made for the scrapped sonic blast ability that the Apollo fighter used to have?

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TX1138 Author
TX1138

Nope, it's an animation of entirely my own design!

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GreenAlert5
GreenAlert5

Looks nice, and is balanced. This can save your .beep. When your enemy spammed VX's/Kirov's.

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devapath
devapath

Supreme OP

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lengyue
lengyue

Hey, bro. Nice work! The mod is great! I'm especially shocked with harbinger's performance! To tell the truth, I'm also a modder, after tried your harbinger, I'm such curious about how you made harbinger appear from the above space of the airfield just like upsring. I've searched XSD files for the code, but come with nothing. My method is to build a dummy unit in the airfield with no model, and let it die in a very short time and OCL harbinger in the space above the dummy (circle down from high space), but it will circle down at enemies base if the rally point is set there. Did you used the animation that named "AUGUNSHIP_DEPLOY.w3x"? Hope you can help me. Anyway, thanks for bring us such a good mod.

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asamli
asamli

Why do you have a limit on how many Harbingers you can have? Why only one? Balance?

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Description

New Harbinger special ability. Sends out a violent energy wave which heavily damages nearby aircraft, including the Gunship. After activating the ability, the Gunship's weapon systems are disabled for a short period of time.

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TX1138
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