A partial mod conversion of Command & Conquer: Red Alert 3. This mod tries to improve, fix, and add what Red Alert 3 missed, forgot, or unable to do.

Report abuse Shock Therapy 1.011
Filename
RA3ST1011.rar
Type
Full Version
Uploader
TheWorms
Date
Mar 14th, 2011
Size
179.16mb (187,865,506 bytes)
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14,590 (37 today)
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Description

Version 1.011 includes the balance changes gathered from the community feedback of 1.01 revision sets. Primarily, this fixes the issue regarding the inaccuracy of missile based units. (UPDATE: new upload fixes horrible Chrono Tank damage output)


All feedback posted regarding 1.01 has been considered, and these are the changes made.

 Final list of changes

-Reaper, Javelin, and GKO missile weapons had their scatter radius properties removed.  Missiles will  now follow the target again.

-Pacifier ammo size increased from 4 to 6, and so is the ammo reload time from 4 to 5 seconds.  Removed clip size from the autocannon and changed firing intervals from 0.05 to 0.25.

-Harbinger autocannon damage dealt to structures and aircraft down from 25% to 10%

-Mortar cycle molotov explosion changed to match regular conscript fx. Damage radius decreased  from 30 to 15 (5 more than the conscript equivalent.) Damage decrease from 24 to 20. Clip size  increased to 3, and throws all at once, with a scatter radius of 5, reload at 1.75s.   Mortar explosion  replaced with the previous molotov explosion.

-Desolator stream placeholder given with green trails. Resized from 0.7 to 0.9 scale. Splattershot  damage over time effect increased from 1.0 to 3.0. Infantry killed by a splattershot will melt.

-Legionnaire death weapon damage interval removed. This weapon no longer affects other  legionnaires.

-Twinblade attack animation added to match the new missile trajectory.  Damage decreased from 75  to 60. Autocannon range adjusted to match rocket range.

-Future Tank cost decreased to $2650. Instead of damage, ammo reload time decreased from 2.6 to  1.1.  Combined with the pre-attack time of 2.4, we have a total of 3 seconds per shot instead of 5.

-Giga-Fortress siege mode (head) laser reload time decreased from 5 to 3. Node explosion set to  instant as the laser sweeps the path. Landing speed when going into fortress mode increased to fix  splash fx problem. Take-off speed into head mode decreased.

-Dreadnought rocket damage increased from 600 to 750 (250 per v4 volley)

-Increased Yari kamikaze ability range to 350 from 300. Accelerates to the target, added new fx.

-Allied walls rescaled to fix hub-to-segment gaps.-Soviet flak weapons now have projectile models.

-Bullfrogs can attack land, but only useful for infantry suppression.-Tesla weapons no longer needs line of sight, passes through walls and structures.-Soviet Armory reskinned.

Preview Image
Shock Therapy 1.011
Comments
Nathan_Fus
Nathan_Fus Mar 15 2011, 12:47am says: Online

Loving this :)

But I don't see any changes for the vindicator, as it did too much damage in 1.01c.

And is there a way to stop the AI spamming Giga Fortresses?

Oh, and the download speed is really slow (135kb/s), can't download from Moddb anymore by the looks of it...

+3 votes     reply to comment
PsionicAssassin
PsionicAssassin Mar 15 2011, 5:37am replied:

I have been waiting this for ages!
Thanks Shock Therapy Dev team!

+1 vote     reply to comment
Mernom
Mernom Mar 22 2011, 9:57am replied:

I don't have problem with download speed,~30 minets

+2 votes     reply to comment
PsionicAssassin
PsionicAssassin Mar 15 2011, 5:38am says:

There is a mirror, its uploaded on filefront, moddb's server is bit slow and sometimes it randomly disconnects my download.

+1 vote     reply to comment
cwjian90
cwjian90 Mar 15 2011, 7:51am says:

Major bug: Bullfrogs cannot to attack air units now.

+1 vote     reply to comment
cwjian90
cwjian90 Mar 15 2011, 8:27am replied:

Sorry, 'cannot attack'

+1 vote     reply to comment
TheWorms
TheWorms Mar 15 2011, 8:29am replied:

Nope, they do. Tested another round with skirmish commanders.
Under what circumstances are you sure?

+1 vote     reply to comment
cwjian90
cwjian90 Mar 15 2011, 8:33am replied:

I tried using it in the campaign, they couldn't attack VX's and Tengus. Will test it again, though.

+1 vote     reply to comment
TheWorms
TheWorms Mar 15 2011, 8:50am replied:

And there's the word. "Campaign"

Well, we did say "you can now post bugs in the campaign" right? But as long as the multiplayer is still ok, it should be fine. We're focusing on multiplayer bugs first, but will follow with the campaign problems after.

Yes, please report this in the bug section of the forum to be noted. Moddb.com

+1 vote     reply to comment
cwjian90
cwjian90 Mar 15 2011, 8:56am replied:

You're right, it works in multiplayer, I tried it again in the Skirmish. Thanks for your prompt response!

+1 vote     reply to comment
coolbyte
coolbyte Mar 15 2011, 4:45pm says:

How can i build the chrono tank if it requires a chronosphere which has been cancelled?

+1 vote     reply to comment
Nathan_Fus
Nathan_Fus Mar 15 2011, 5:35pm replied: Online

This was bought up in the last mod...

+1 vote     reply to comment
TheWorms
TheWorms Mar 16 2011, 3:33am replied:

We're getting into it now. Please, classic warfare isn't the only mode you can play with.

+1 vote     reply to comment
Stalker091
Stalker091 Mar 16 2011, 5:31am says:

прикольный мод

+1 vote     reply to comment
vader333
vader333 Mar 16 2011, 6:05am says:

What of the Radar Alternative?

+1 vote     reply to comment
TheWorms
TheWorms Mar 16 2011, 7:00am replied:

Under consideration. This is a quick unit balance version.

The changes came from your quick fix thread, and you didn't mention anything about a separate radar structure (in that said thread, of course.)

+1 vote     reply to comment
Magmafusion
Magmafusion Mar 16 2011, 10:32am says:

why have you made the rocket angel so dumb? and i didn't have the chance to chek it but do targets attacked by chrono tank dissapear?
coz it didn't do much damage

+1 vote     reply to comment
TheWorms
TheWorms Mar 17 2011, 7:44pm says:

New file upload. Same version.
= Fixed Chrono Tank horrible damage output

+1 vote     reply to comment
Kriegsherr
Kriegsherr Mar 20 2011, 10:56am replied:

woot

+1 vote     reply to comment
Magmafusion
Magmafusion Mar 25 2011, 9:49am replied:

i see...
but it is very very low now...

+1 vote     reply to comment
TheWorms
TheWorms Apr 9 2011, 3:33am replied:

It is still comparatively low, but not TOO low that damage to structures are nullified by simple repair icons.

They are intended to cause damage in groups, I'm considering the build costs now.

+1 vote     reply to comment
Magmafusion
Magmafusion Apr 9 2011, 1:23pm replied:

aha oki that seems rational... and what about the angels?

+1 vote     reply to comment
PsionicAssassin
PsionicAssassin Mar 19 2011, 12:45am says:

Also I noticed wierd bug, when grinder grinds and destroyes steel ronin, it still grinds it until the death model actually disappears.
Also sending infantries into greater king oni without a pilot does nothing.
This is actually a game bug, the game itself had this kind of bug where infantries could not enter greater King Oni when it gets pilot shot.

+1 vote     reply to comment
Mernom
Mernom Jun 6 2011, 8:37am replied:

king oni sholden't be abl to be sniped 'cause it's a robo with out a pilot
-so what driver is get killed???

+1 vote     reply to comment
PsionicAssassin
PsionicAssassin Mar 19 2011, 7:46am says:

I was wondering if it works on multiplayer.
I tried to play this with my friend then we got desynched , then we both updated and still got desynch.

+1 vote     reply to comment
PsionicAssassin
PsionicAssassin Mar 26 2011, 7:37am replied:

nvrmind this, I got it working (dont know what was the problem).

+1 vote     reply to comment
ManimalR
ManimalR Mar 20 2011, 8:40am says:

Why cant I build any of the uprising units?

+1 vote     reply to comment
timpiecool
timpiecool Mar 28 2011, 10:19am says:

Time for a shocker! - Tesla Trooper

+1 vote     reply to comment
alexxela1994
alexxela1994 Apr 17 2011, 8:57am says:

Hey I have followed the instructions on the readme file and placed the files downloaded into the "Mods" foler that I had to create in the RA3 user files but it still isnt working, the game doesn't seem to of changed, I've tried changing the name in the shortcuts properties with the -ui on the end but it still doesn't work, can you help please?

+1 vote     reply to comment
Magmafusion
Magmafusion Jun 5 2011, 5:38am says:

the reaper and the twinblade are too overpowerd now.......

+2 votes     reply to comment
NBomb
NBomb Jun 6 2011, 12:14pm says:

When will the new version of the mod.

+2 votes     reply to comment
xiaosen0317
xiaosen0317 Nov 1 2011, 2:23am says:

天啊 下载速度 很慢啊

+1 vote     reply to comment
xiaosen0317
xiaosen0317 Nov 1 2011, 2:25am says:

地址不对 怎么回事

+1 vote     reply to comment
shinmarwan
shinmarwan Jan 29 2012, 2:55pm says:

excuse me but does i need red alert 3 only to install this mod or does i need red alert 3 uprising ??

+1 vote     reply to comment
darmar
darmar Feb 5 2012, 3:21am replied:

You will need Red Alert 3 not the Red Alert 3 Uprising!...

+1 vote     reply to comment
TheNoobOne
TheNoobOne Apr 29 2012, 3:17am says:

Erm, how do you access the shogun executioner/ Tsar ballistic missle? I can't seem to get those 2 powers

+1 vote     reply to comment
TheNoobOne
TheNoobOne Apr 29 2012, 6:27am replied:

Hmm... I can get the Tsar Ballastic missile by building the battle lab, but I still can't get the shogun executioner power to appear. What must I build?

+1 vote     reply to comment
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Platform
Windows
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Official Page
Forum.falloutstudios.org
Release Date
Released Jun 8, 2009
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MD5 Hash
e0ddfa86a35968952d8cdacf193bbaa7
Related Mods
Red Alert 3: Shock Therapy (C&C: Red Alert 3)
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Related Games
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C&C: Red Alert 3 Single & Multiplayer Real Time Strategy
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Shock Therapy Dev Team
Shock Therapy Dev Team Developer & Publisher with 6 members