Shock Therapy 1.011
Mar 14, 2011 Full Version 45 commentsVersion 1.011 includes the balance changes gathered from the community feedback of 1.01 revision sets. Primarily, this fixes the issue regarding the inaccuracy...
This mod tries to fix, improve and add content which vanilla Red Alert 3 missed, forgot, or unable to do. Which ranges from:
The tesla tank being buildable for skirmish and multiplayer games led to the "Shock Therapy" title, and was one of the first changes made. From here, the team have expanded into the necessary tweaks to become a full fledged partial conversion mod.
This is not Red Alert 2 re-envisioned, though some elements are a homage to past Command & Conquerâ„¢ titles.
14 comments by Com-Link on Aug 10th, 2012
About six months ago, we, the Shock Therapy development team, announced our official hiatus after an already long period of less activity.
Well, it's about time we get back to work!
Over the course of the next weeks, we'll start picking up more work regarding the mod. It'll take us a bit of time to get back up and running, so for the time being we're still under 'hiatus'.
Some of our plans are to add new Shock Therapy Original units, either completely new units to the Red Alert universe, or possibly distant cousins from previous Red Alert games.
The current new units that we've announced:

Gunlock multi purpose fighter for the Empire of the Rising Sun

Wolfhound Tank Destroyer for the Allies

Harrow close air support fighter/bomber for the Soviets
(clicking on the images will take you to their image gallery, where the description holds more information for these units)
These are just three of the concepts we're working on, you can expect more to follow. We'll also work to creating 3D renders of our concepts.
- Furthermore, we want to work on the AI, so it uses all the new features correctly, and puts up a better fight.
- We also want to start fixing bugs and adding balance changes to the last version of the mod, wherever needed.
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...
Source Code for the Shock Therapy Mod Chrono Tank. UPDATED v2.0
Team Fortress Gameplay applied into Red Alert 3 as a map
I have a suggestion, can you fix the firing fx and animations when the hammer tank rips the weapon of a certain unit, specially when the hammer tank rips the weapon of the Future Tank X-1 that has no firing animation and also wrong placed of the projectile when fired. Try it and experiment in the IN-GAME that I was suggesting and I'm sure you'll find it odd. :D
Excellent Modding!
Keep up the good work!
I think next version should be a lot of changes, biggest including lot of units from uprising, people can't wait =P
good luck
Great mod. :D
Hope your next version add all upraising units..
But change the grinder tank's ability... the turbo charge or whatever its called is stupid.. I suggest you replace the grinder tank's secondary ability with something like "deploy to launching a couple of repair drones to repair friendly units, but immobilize in this mode" n yeah its like that battlebase in C&C3... this might increase its usefulness in the battle field over the apocalypses tank...
Owh and one more thing.. I've watch that video in "Shock Therapy Mod Feature List" and how did you do that formation mode in 2:05 till 2:10?
That move is kind of tricky. you have to hold BOTH right and left mouse buttons down at the same time. the you units will appear green on ur screen.to rotate them move your mouse in one direction without releasing the buttons. they will also, change formation. EA however has not fixed this because they realized they did not print it anywhere.
With a selected army, hold down the right mouse key and move the left mouse key and you'll figure out.
I prefer this RA3 mod over Red Cocaine because it add useful stuff like the Tesla tank, Super Oni and the harbinger. I really love how you made almost all parts go well together.
Although... is it a bug with the Shogun Executioner or does it really have only a very low life time? If yes, I can understand it because of the aspect of balancing, but if not you should greatly increase it's protection against freeze effects because my was frozen very quickly and just got destroyed (But without any effects though).
All in all: <3 this mod.
that shogun power is seriously OP. I used it on an enemy base, the initial shockwave wiped out half the base, then when i used the executioners secondary, the rest crumbled away and i won. Is this not a bit too OP?
Very nice Mod :) butarnt uprising units not allowed? that didnt change did it?
Still strong work on all the changes seems you read my mind with some of them :)
I'm still tweaking it.
It'll be implemented in the next update.