Red Alert 3: Transcending 1.1
Feb 20, 2011 Full Version 3 commentsFixed: - Missing future Oleg load screen text. - Super vision on some units. They revealed almost the whole map. New: - Tesla Tank bonus crates. - Pink...
This mod is based on the source code of Red Alert 3: Upheaval. It has the same units and known issues however where Upheaval stopped with the units and maps from Uprising, this mod adds new co-commanders, load screens and the Uprising balance changes.
The new co-commanders are:
Allied:
Soviet:
Empire:
2 comments by ZeroMD on Dec 29th, 2010
Bad news everyone. I had to re-balance all the new co-commanders because they performed bad on island levels. All strategic states had to change while keeping the unique styles for each co-commander.
Currently half of the new AI's has been re-balanced. The mod will be delayed to 2011
After watching multiple AI battles, I noticed that the allied AI looses it's techlevel when it retreats it's construction yard.
This can somehow be fixed with outposts ( unfolded prospector ). However I can't get the AI to upgrade the techlevel of the outpost. Does anyone know how to fix this?
This won't have any influence with the release. The mod will be released even if I don't get an answer.
Fixed: - Missing future Oleg load screen text. - Super vision on some units. They revealed almost the whole map. New: - Tesla Tank bonus crates. - Pink...
Highest Rated (3 agree) 10/10
I really enjoyed to have uprising unit and map with Upheaval, now, the experience goes better with the co-commander.
Next, the scripted mission ?
Feb 15 2011, 10:45am by Westonbirt
The day when a C&C game AI becomes not too easy on hard and not too spammy on Brutal.
Looks good.
Now I get what this mod is about...
Yay! Smarter AI!
My aim is to add new AI commanders. Some may be a little bit smarter than the existing AI however they won't be harder than the current AI. The reason is that I want to add stuff and don't change the existing AI's. If the new AI is harder it won't balance with the existing stuff.
A future version could have some improvements on the intelligence. But that will be after the first release.
I'm not too sure what you mean by balance with the other stuff. If two people are given the same amount of paper and glue, and tasked to build the exact same structure, and one person does it faster than the other, how is that unfair?
Correction, 1 person and 1 machine with the potential click/work faster than the person.
Not trying to make advertisements, but how about you join the Paradox Mod? :3
Because a varied array of RA3 mods will help Paradox more than a big team.
So far nice work.
also tracking :)
I don't know the exact date but the first release will be this year