A mature overhaul of the entire game, not a total conversion in that the canon is retained, as are most existing units, but all sides are expanded greatly. Each country gets several new units, and everything is rebalanced with those in mind. There is a much greater sense of uniqueness to each country, and play styles will have to compensate for the relative strengths and weaknesses. The AI has received a dramatic overhaul as well. Gone are the days of boring skirmish games or co-op against computer players, the AI is genuinely BRUTAL! Coupled with the increased lethality of weaponry, every game is a challenge. For newbies to the mod, the MEDIUM setting offers the same intelligence, but at a slightly relaxed pace. Everything from new terrain, new decorative objects, new civilian structures and vehicles, and a bunch of quality maps are added to improve the general look and feel. Many of the all-new maps included are asymmetric or irregular, most take advantage of the new objects.

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Scorched Earth Mod Intro

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There are three crucial aspects to any strategy game to get right, economy, maps and tactics, in my opinion. Unit design, buildings, decorations, add to the mood of the game, but really they are just affected by personal taste, there's no real right or wrong when it comes to themes or styles. Scorched Earth isn't meant to be cheesy or campy, at least not to a greater degree than the original game, nor does it have many ridiculous characters/units like a large number of other mods seem to. It is entirely focused on providing the best battle experiences instead.

The economy is often the hardest one to get right, other games like SimCity 4 are complicated, but have a very easy to understand economic structure, that once you master, makes the game impossibly easy. Conversely, Starcraft had an impossibly rigid economy, where build order and mathematical ratios of units would win the game. What I was adamant about is retaining Westwood's delicate balance of being able to recover from near defeat, and to focus on making more variability, with more exceptions, and more tricks to employ.

The ideal map in a strategy game doesn't exist. That said, there's several ways to approach map making, and each has their own pitfalls. I feel that similar to economy, maps need to push players to be creative, to take risks, and find novel ways to defend at the same time. Westwood maps tended to have choke points, but often included too many highly defensible areas, with no long-range weapons that were long-range enough to reach. This creates incentive for players to turtle up, play defensive, and by default enter a war of attrition, without a ton of ore to fund it. So to that effect, many of the new Scorched Earth maps force a player into an offensive guard, stationing troops or tank squads outside of a base, in a kind of layering. Others focus a player to grow as fast as possible, to expand into strategic areas to advance economically, where boldness is rewarded.

With the above two points, tactics have to change naturally. Acting militarily to enhance ones economy, or vice versa, is the method of all the greatest empires. Attacking the attacker to limit or redirect the assault on the core of the base can be essential to surviving. Attacking an enemy base from the air, land, and sea simultaneously, can distract enemy forces to create openings that otherwise don't exist. Every unit has strengths, and generally an obviously exploitable weakness. Learn your strengths, and chain them together in clever ways, or watch the clever AI do it to you...

I want players to both curse and laugh, at their successes and failures. If a new player experiences that, I'll know I achieved what I wanted from this mod.

Installing Scorched Earth

Installing Scorched Earth

Installers Tutorial 5 comments

Since all the comments/questions relate to installation, here's everything you need to know.

Some Words on Available and Stolen Technologies

Some Words on Available and Stolen Technologies

Design/Concepts Tutorial

Without attempting to dictate tactics, a few hints regarding basic balance changes might be worthwhile to hear. Consider these as "fast start tips" more...

A Discussion on Base Defenses

A Discussion on Base Defenses

Design/Concepts Tutorial

A summary of changes to the defensive structures, new additions, and overall effectiveness.

New Allied Units and Design Philosophy

New Allied Units and Design Philosophy

Design/Concepts Tutorial 1 comment

A primer on the updates to the units of Allied countries.

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Scorched Earth RA2 Mod BETA 6A

Scorched Earth RA2 Mod BETA 6A

Full Version 7 comments

The latest and greatest release of Scorched Earth, sporting new terrain, new palettes, new buildings and so on. Please read the guides if you have questions...

Comments  (0 - 10 of 50)
Guest
Guest

waaaaaaaaaaaaaaaaaaaaaaaaaaaaaw

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ATHSE Creator
ATHSE

If you aren't aware, if you disable Superweapons in the map selection page, the Iron Curtain and Chronosphere will still be available... try playing with it off, I find it more fun.

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ramiramisaidsaid
ramiramisaidsaid

The energy consumed by the nuclear missile silo is the energy needed to manufacture the rocket and must be Greater than 200 , About 1200 , Under the nuclear missile silo or underground there is a nuclear missile plant This is the one that consumes a lot of energy , and Rockets are like dreadnaught and dual missiles and v3 launcher very weak against buildings These types of missiles it must be stronger against buildings thanks .

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ATHSE Creator
ATHSE

It will be 800 power in the next release...

The V3 and Dreadnaught/Diablo missiles have reduced effectiveness because of their increased range, and because the anti-missile missiles like Patriots have a little more difficulty hitting them. It's a tradeoff, just like in real life, the cruise missiles are not that powerful.

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ramiramisaidsaid
ramiramisaidsaid

thank you in real life this heavy ballistic missiles Such as frog-7 or the old class v2 missiles is very strang vs buildings ,One missile can destroy an entire residential neighborhood (1000 kg tnt and about 400 km range ) This is for old and weaks missiles , but modern missiles are much stronger in terms of range and power !!!

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ramiramisaidsaid
ramiramisaidsaid

I concluded that this mod is Wonderful and excellent and is Does not contain errors. Great work Thank you You are a genius, for me this is the best mode of Red Alert 2 game, and it should be the most popular among all the mods and this must have another best and most attractive name like "Great forces War " for exemple Will increase the popularity of the mod, thanks :) , Excuse me if I bother you with a lot of my questions , I'm obsessed with this mod .

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ATHSE Creator
ATHSE

I'd appreciate if you voted up there on the right :)

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ramiramisaidsaid
ramiramisaidsaid

Russia is known Also for its long range nuclear missiles launchers like the topol m , iskander.....where is she ? , and the missile sub If they were more range because these missiles in real life actually more developed than Scud missiles and v3 . ( Russia is a ballistic missile force in real ) . :)

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ramiramisaidsaid
ramiramisaidsaid

I notice that the nuclear missile consume 200 point energy in this mod not 1800 Is this intentional ?

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ATHSE Creator
ATHSE

It was, rockets don't use electricity to fly, but I can see the point about the facility being disabled from low power, thus I'll increase it to 800 to match the Iron Curtain

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